//called from collectible OnTriggerEnter public void ColletibleCollected(Collectible item) { //remove the collected item from specific collectible item list collectibleList.Remove(item); //if the item's prefab is in prefabList, increase the corresponding collected count for (int i = 0; i < colPrefabList.Count; i++) { if (item.ID == colPrefabList[i].ID) { colPrefabCollectedCountList[i] += 1; break; } } }
public static bool VerifyList(bool hasUnitRemoved = false) { Init(); #if UNITY_2018_3_OR_NEWER for (int i = 0; i < instance.collectibleList.Count; i++) { if (instance.collectibleList[i] != null) { if (instance.objList.Count > i) { instance.objList[i] = instance.collectibleList[i].gameObject; } else { instance.objList.Add(instance.collectibleList[i].gameObject); } continue; } if (i < instance.objList.Count && instance.objList[i] != null) { Collectible item = instance.objList[i].GetComponent <Collectible>(); if (item != null) { instance.collectibleList[i] = item; continue; } } instance.collectibleList.RemoveAt(i); i -= 1; hasUnitRemoved = true; } while (instance.objList.Count > instance.collectibleList.Count) { instance.objList.RemoveAt(instance.objList.Count - 1); } #else for (int i = 0; i < instance.collectibleList.Count; i++) { if (instance.collectibleList[i] == null) { instance.collectibleList.RemoveAt(i); i -= 1; hasUnitRemoved = true; } } #endif return(hasUnitRemoved); }
int _NewItem(Collectible collectible) { if (collectibleDB.collectibleList.Contains(collectible)) { return(selectID); } collectible.ID = GenerateNewID(collectibleIDList); collectibleIDList.Add(collectible.ID); collectibleDB.collectibleList.Add(collectible); UpdateLabel_Collectible(); return(collectibleDB.collectibleList.Count - 1); }
IEnumerator SpawnRoutine() { yield return(new WaitForSeconds(startDelay)); //keep on looping while (true) { Collectible newObj = SpawnItem(spawnArea.GetPosition()); if (newObj != null) { newObj.SetTriggerCallback(this.ItemTriggeredCallback); //set callback function for the collectible (which clear the item in existingItemList) existingItemList.Add(newObj); //add the new item to existingItemList } //wait for spawnCD before attempting next spawn yield return(new WaitForSeconds(spawnCD)); } }
public static int NewItem(Collectible collectible) { return(window._NewItem(collectible)); }
Vector2 DrawCollectibleConfigurator(float startX, float startY, Collectible cItem) { //float cachedX=startX; //float cachedY=startY; TDSEditorUtility.DrawSprite(new Rect(startX, startY, 60, 60), cItem.icon); startX += 65; float offsetY = TDSEditor.IsPrefab(cItem.gameObject) ? 5 : 0; cont = new GUIContent("Name:", "The collectible name to be displayed in game"); EditorGUI.LabelField(new Rect(startX, startY += offsetY, width, height), cont); cItem.collectibleName = EditorGUI.TextField(new Rect(startX + spaceX - 65, startY, width - 5, height), cItem.collectibleName); cont = new GUIContent("Icon:", "The collectible icon to be displayed in game, must be a sprite"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.icon = (Sprite)EditorGUI.ObjectField(new Rect(startX + spaceX - 65, startY, width - 5, height), cItem.icon, typeof(Sprite), false); cont = new GUIContent("Prefab:", "The prefab object of the unit\nClick this to highlight it in the ProjectTab"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); EditorGUI.ObjectField(new Rect(startX + spaceX - 65, startY, width - 5, height), cItem.gameObject, typeof(GameObject), false); startX -= 65; startY += spaceY; //cachedY=startY; int type = (int)cItem.type; cont = new GUIContent("Target Type:", "The target which the collectible affects when triggered"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); contL = new GUIContent[collectTypeLabel.Length]; for (int i = 0; i < contL.Length; i++) { contL[i] = new GUIContent(collectTypeLabel[i], collectTypeTooltip[i]); } type = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), type, contL); cItem.type = (_CollectType)type; startY += 10; if (cItem.type == _CollectType.Ability) { int abID = (int)cItem.abilityID; cont = new GUIContent(" - Trigger Ability:", "The ability to activate when triggered"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); contL = new GUIContent[abilityLabel.Length]; for (int i = 0; i < contL.Length; i++) { contL[i] = new GUIContent(abilityLabel[i]); } abID = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), abID, contL); cItem.abilityID = abID; } else if (cItem.type == _CollectType.Self) { EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "Instant Gain", headerStyle); cont = new GUIContent("Life:", "The amount of respawn gained by the player"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.life = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), cItem.life); startY += 10; cont = new GUIContent("HitPoint:", "The amount of hit-point gained by the player"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.hitPoint = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), cItem.hitPoint); cont = new GUIContent("Energy:", "The amount of energy gained by the player"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.energy = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), cItem.energy); startY += 10; //cont=new GUIContent("Credits:", "The amount of credist gained by the player"); //EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); //cItem.credit=EditorGUI.IntField(new Rect(startX+spaceX, startY, 40, height), cItem.credit); cont = new GUIContent("Score:", "The amount of points gained by the player"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.score = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), cItem.score); startY += 10; cont = new GUIContent("Ammo:", "The amount of ammo gained by the player. If set as -1, the ammo count will be refilled to full"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.ammo = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), cItem.ammo); if (cItem.ammo != 0) { startY += 5; weaponLabel[0] = "All Weapons"; int weaponIdx = TDSEditor.GetWeaponIndex(cItem.ammoID); Weapon weapon = weaponIdx > 0 ? weaponDB.weaponList[weaponIdx - 1] : null; if (weapon != null) { TDSEditorUtility.DrawSprite(new Rect(startX + spaceX + width - 40, startY + spaceY - 45, 40, 40), weapon != null ? weapon.icon : null); } cont = new GUIContent(" - Weapon:", "The weapon in which the ammo gain of the collectible is intended for."); EditorGUI.LabelField(new Rect(startX, startY += spaceY - 5, width, height), cont); weaponIdx = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), weaponIdx, weaponLabel); if (weaponIdx > 0) { cItem.ammoID = weaponDB.weaponList[weaponIdx - 1].ID; } else { cItem.ammoID = -1; } weaponLabel[0] = "Unassigned"; } else { cont = new GUIContent("Weapon:", "The weapon in which the ammo gain of the collectible is intended for."); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); EditorGUI.LabelField(new Rect(startX + spaceX, startY, width, height), "-"); } startY += 10; cont = new GUIContent("Experience:", "The amount of experience gained by the player."); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.exp = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), cItem.exp); cont = new GUIContent("Perk Currency:", "The amount of perk currency gained by the player."); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.perkCurrency = EditorGUI.IntField(new Rect(startX + spaceX, startY, 40, height), cItem.perkCurrency); startY += 55; //int effectIdx=cItem.effect==null ? 0 : TDSEditor.GetEffectIndex(cItem.effect.ID); //if(effectIdx==0) cItem.effect=null; int effectIdx = cItem.effectID >= 0 ? TDSEditor.GetEffectIndex(cItem.effectID) : 0; TDSEditorUtility.DrawSprite(new Rect(startX + spaceX + width - 40, startY + spaceY - 45, 40, 40), effectIdx > 0 ? effectDB.effectList[effectIdx - 1].icon : null); if (GUI.Button(new Rect(startX + spaceX, startY - 2, 40, height - 2), "Edit ")) { EffectEditorWindow.Init(); } cont = new GUIContent("Triggered Effect:", "Special effect that applies on target when triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY - 5, width, height), cont, headerStyle); effectIdx = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), effectIdx, effectLabel); if (effectIdx > 0) { cItem.effectID = effectDB.effectList[effectIdx - 1].ID; } else { cItem.effectID = -1; } //if(effectIdx>0) cItem.effect=effectDB.effectList[effectIdx-1]; //else cItem.effect=null; startY += 10; cont = new GUIContent("Gain Weapon:", "Weapon gained by player upon triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont, headerStyle); cItem.gainWeapon = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 30, height), cItem.gainWeapon); if (cItem.gainWeapon) { type = (int)cItem.weaponType; cont = new GUIContent(" - GainWeaponType:", "What the new weapon is for"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); contL = new GUIContent[weaponTypeLabel.Length]; for (int i = 0; i < contL.Length; i++) { contL[i] = new GUIContent(weaponTypeLabel[i], weaponTypeTooltip[i]); } type = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), type, contL); cItem.weaponType = (Collectible._WeaponType)type; cont = new GUIContent(" - Duration:", "The duration of the temporary weapon. Set to -1 for not time limit (limit by weapon ammo instead)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); if (cItem.weaponType == Collectible._WeaponType.Temporary) { cItem.tempWeapDuration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), cItem.tempWeapDuration); } else { EditorGUI.LabelField(new Rect(startX + spaceX, startY, 40, height), "-"); } cont = new GUIContent(" - Random Weapon:", "Check if player will get random weapon out of a few potential candidates"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.randomWeapon = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 30, height), cItem.randomWeapon); if (cItem.randomWeapon) { cont = new GUIContent(" - EnableAllWeapon:", "Check if all weapon in the database are to be added to the random pool"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.enableAllWeapon = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 30, height), cItem.enableAllWeapon); if (!cItem.enableAllWeapon) { int enabledCount = 0; for (int i = 0; i < weaponDB.weaponList.Count; i++) { Weapon weapon = weaponDB.weaponList[i]; bool enabled = cItem.weaponList.Contains(weapon); bool enabledCached = enabled; TDSEditorUtility.DrawSprite(new Rect(startX + 20, startY += spaceY, 30, 30), weapon.icon, weapon.desp); cont = new GUIContent(weapon.weaponName, weapon.desp); EditorGUI.LabelField(new Rect(startX + 65, startY + 15, width, height), cont); enabled = EditorGUI.Toggle(new Rect(startX + spaceX + width - 15, startY + 15, width, height), enabled); startY += 14; if (enabled != enabledCached) { if (enabled) { cItem.weaponList.Insert(enabledCount, weapon); } else { cItem.weaponList.Remove(weapon); } } if (enabled) { enabledCount += 1; } } } } else { if (cItem.weaponList.Count != 1) { cItem.weaponList = new List <Weapon> { null } } ; int weaponIdx1 = cItem.weaponList[0] != null?TDSEditor.GetWeaponIndex(cItem.weaponList[0].ID) : 0; if (cItem.weaponList[0] != null) { TDSEditorUtility.DrawSprite(new Rect(startX + spaceX + width - 40, startY + spaceY - 41, 40, 40), cItem.weaponList[0].icon); } cont = new GUIContent(" - Weapon Gained:", "Weapon gained by player upon triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); weaponIdx1 = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), weaponIdx1, weaponLabel); if (weaponIdx1 > 0) { cItem.weaponList[0] = weaponDB.weaponList[weaponIdx1 - 1]; } else { cItem.weaponList[0] = null; } } } } else { //if(cItem.type==_CollectType.AOEHostile){ //cont=new GUIContent("AOE Range:", ""); //EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); //cItem.aoeRange=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.aoeRange); //} Vector2 v2 = DrawAttackStats1(startX, startY + spaceY, cItem.aStats, cItem.type == _CollectType.AOEHostile, cItem.type == _CollectType.AOEHostile); startY = v2.y; } startY += 20; EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "Miscellaneous", headerStyle); cont = new GUIContent("Triggered Effect Obj:", "The object to be spawned when the collectible is triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.triggerEffectObj = (GameObject)EditorGUI.ObjectField(new Rect(startX + spaceX, startY, width, height), cItem.triggerEffectObj, typeof(GameObject), false); cont = new GUIContent("AutoDestroy Effect:", "Check if the effect object needs to be removed from the game"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); if (cItem.triggerEffectObj != null) { cItem.autoDestroyEffectObj = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 40, height), cItem.autoDestroyEffectObj); if (cItem.autoDestroyEffectObj) { cont = new GUIContent(" - Duration:", "The delay in seconds before the effect object is destroyed"); EditorGUI.LabelField(new Rect(startX + spaceX + 15, startY, width, height), cont); cItem.effectObjActiveDuration = EditorGUI.FloatField(new Rect(startX + spaceX + width - 58, startY, 40, height), cItem.effectObjActiveDuration); } } else { EditorGUI.LabelField(new Rect(startX + spaceX, startY, 40, height), "-"); } startY += 5; cont = new GUIContent("Triggered SFX:", "Audio clip to play when the collectible is triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.triggerSFX = (AudioClip)EditorGUI.ObjectField(new Rect(startX + spaceX, startY, width, height), cItem.triggerSFX, typeof(AudioClip), false); startY += 10; cont = new GUIContent("Self Destruct:", "Check if the item is to self-destruct if not collected in a set time frame"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); cItem.selfDestruct = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 40, height), cItem.selfDestruct); cont = new GUIContent("Active Duration:", "How long the item will stay active before it self destruct"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); if (cItem.selfDestruct) { cItem.selfDestructDuration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), cItem.selfDestructDuration); } else { EditorGUI.LabelField(new Rect(startX + spaceX, startY, 40, height), "-"); } startY += 5; cont = new GUIContent("BlinkBeforeDestruct:", "Blink to give player warning before the object self-destruct"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); if (cItem.selfDestruct) { cItem.blinkBeforeDestroy = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 40, height), cItem.blinkBeforeDestroy); } else { EditorGUI.LabelField(new Rect(startX + spaceX, startY, 40, height), "-"); } cont = new GUIContent("Blink Duration:", "The long the item is gong to blink for"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); if (cItem.selfDestruct && cItem.blinkBeforeDestroy) { cItem.blinkDuration = EditorGUI.FloatField(new Rect(startX + spaceX, startY, 40, height), cItem.blinkDuration); } else { EditorGUI.LabelField(new Rect(startX + spaceX, startY, 40, height), "-"); } int objID = cItem.blinkObj == null ? 0 : GetObjectIDFromHList(cItem.blinkObj.transform, objHList); cont = new GUIContent("Blink Object: ", "The mesh object to blink (The system will deactivate/activate the blink object for blinking. we only need to deactivate the child object and contain the mesh, not the whole item)"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); if (cItem.selfDestruct && cItem.blinkBeforeDestroy) { objID = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), objID, objHLabelList); cItem.blinkObj = (objHList[objID] == null) ? null : objHList[objID]; } else { EditorGUI.LabelField(new Rect(startX + spaceX, startY, 40, height), "-"); } startY += 15; GUIStyle style = new GUIStyle("TextArea"); style.wordWrap = true; cont = new GUIContent("Item description (to be used in runtime): ", ""); EditorGUI.LabelField(new Rect(startX, startY += spaceY, 400, 20), cont); cItem.desp = EditorGUI.TextArea(new Rect(startX, startY + spaceY - 3, 270, 150), cItem.desp, style); return(new Vector2(startX, startY + 200)); }
public override bool OnGUI() { if (!base.OnGUI()) { return(true); } if (window == null) { Init(); } List <Collectible> collectibleList = collectibleDB.collectibleList; Undo.RecordObject(this, "window"); Undo.RecordObject(collectibleDB, "collectibleDB"); if (collectibleList.Count > 0 && selectID >= 0) { Undo.RecordObject(collectibleList[selectID], "collectible"); } if (GUI.Button(new Rect(Math.Max(260, window.position.width - 120), 5, 100, 25), "Save")) { SetDirtyTDS(); } EditorGUI.LabelField(new Rect(5, 7, 150, 17), "Add New Collectible:"); Collectible newCollectible = null; newCollectible = (Collectible)EditorGUI.ObjectField(new Rect(125, 7, 140, 17), newCollectible, typeof(Collectible), false); if (newCollectible != null) { Select(NewItem(newCollectible)); } float startX = 5; float startY = 55; if (minimiseList) { if (GUI.Button(new Rect(startX, startY - 20, 30, 18), ">>")) { minimiseList = false; } } else { if (GUI.Button(new Rect(startX, startY - 20, 30, 18), "<<")) { minimiseList = true; } } Vector2 v2 = DrawCollectibleList(startX, startY, collectibleList); startX = v2.x + 25; if (collectibleList.Count == 0) { return(true); } Rect visibleRect = new Rect(startX, startY, window.position.width - startX - 10, window.position.height - startY - 5); Rect contentRect = new Rect(startX, startY, contentWidth - startY, contentHeight); scrollPos = GUI.BeginScrollView(visibleRect, scrollPos, contentRect); if (srlObj.isEditingMultipleObjects) { EditorGUI.HelpBox(new Rect(startX, startY, width + spaceX, 40), "More than 1 Collectible instance is selected\nMulti-instance editing is not supported\nTry use Inspector instead", MessageType.Warning); startY += 55; } Collectible cltToEdit = selectedCltList.Count != 0 ? selectedCltList[0] : collectibleList[selectID]; Undo.RecordObject(cltToEdit, "cltToEdit"); v2 = DrawCollectibleConfigurator(startX, startY, cltToEdit); contentWidth = v2.x + 35; contentHeight = v2.y - 55; srlObj.ApplyModifiedProperties(); if (selectedCltList.Count > 0 && TDSEditor.IsPrefabInstance(selectedCltList[0].gameObject)) { PrefabUtility.RecordPrefabInstancePropertyModifications(selectedCltList[0]); } GUI.EndScrollView(); if (GUI.changed) { SetDirtyTDS(); for (int i = 0; i < selectedCltList.Count; i++) { EditorUtility.SetDirty(selectedCltList[i]); } } return(true); }
public static bool ExistInDB(Collectible collectible) { return(collectibleDB.collectibleList.Contains(collectible)); }
Vector2 DrawSpawnerConfigurator(float startX, float startY, CollectibleSpawner spawner) { startY += 10; cont = new GUIContent("Spawn Area:", "The area which the unit should be spawn in\nIf unspecified, the unit will simply be spawned at the position of the spawner"); EditorGUI.LabelField(new Rect(startX, startY, width, height), cont); spawner.spawnArea = (TDSArea)EditorGUI.ObjectField(new Rect(startX + spaceX, startY, width, height), spawner.spawnArea, typeof(TDSArea), true); startY += 10; if (GUI.Button(new Rect(startX + spaceX + width + 20, startY, 80, height), "Assign Self")) { TDSArea area = spawner.gameObject.GetComponent <TDSArea>(); if (area == null) { area = spawner.gameObject.AddComponent <TDSArea>(); } spawner.spawnArea = area; } cont = new GUIContent("Spawn Upon Start:", "Check to have the spawner start spawning as soon as the game start"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); spawner.spawnUponStart = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), spawner.spawnUponStart); cont = new GUIContent("Start Delay:", "Delay (in second) before the spawning start"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); //if(spawner.spawnUponStart) spawner.startDelay = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.startDelay); //else // EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); startY += 10; cont = new GUIContent("Spawn Cooldown:", "The cooldown between each spawn attempt"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); spawner.spawnCD = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.spawnCD); cont = new GUIContent("Max Item Count:", "The maximum amount of active item in the game allowed by this spawner at any given item"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); spawner.maxItemCount = EditorGUI.DelayedIntField(new Rect(startX + spaceX, startY, 40, height), spawner.maxItemCount); cont = new GUIContent("Spawn Chance:", "The chance to successfully spawn an item during each cooldown cycle. Takes value from 0-1 with 0.3 being 30% to successfully spawn an item"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); spawner.spawnChance = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.spawnChance); cont = new GUIContent("Fail Modifier:", "A modifier to the spawn chance should a spawn attempt fail (to prevent the attempt fail too many time in a row). ie if modifier is set as 0.1, each fail attempt will increase the spawn chance by 10%"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont); spawner.failModifier = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), spawner.failModifier); startY += 10; cont = new GUIContent("Spawn Item:", "The collectible item available to this spawner"); EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont, headerStyle); int enabledCount = 0; for (int i = 0; i < collectibleDB.collectibleList.Count; i++) { Collectible colt = collectibleDB.collectibleList[i]; CollectibleSpawnInfo spawnInfo = null; bool enabled = false; for (int n = 0; n < spawner.spawnItemList.Count; n++) { enabled = spawner.spawnItemList[n].item == colt; if (enabled) { spawnInfo = spawner.spawnItemList[n]; break; } } bool enabledCached = enabled; float cachedX = startX; TDSEditorUtility.DrawSprite(new Rect(startX + 10, startY += spaceY, 30, 30), colt.icon, colt.desp); cont = new GUIContent(colt.collectibleName, colt.desp); EditorGUI.LabelField(new Rect(startX + 50, startY += 10, width, height), cont); enabled = EditorGUI.Toggle(new Rect(startX += (width), startY, 20, height), enabled); if (spawnInfo != null) { cont = new GUIContent("Chance:", "Chance to spawn this item.\nThe way it works is a check against the individual item chance.\nA final candidate is then chosen over all item that pass the check.\nTakes value from 0-1 with 0.3 being 30% to pass the check"); EditorGUI.LabelField(new Rect(startX += 35, startY, width, height), cont); spawnInfo.chance = EditorGUI.DelayedFloatField(new Rect(startX + 55, startY, 40, height), spawnInfo.chance); cont = new GUIContent("Cooldown:", "The duration (in second) in which the item will be made unavailable after a successful spawn"); EditorGUI.LabelField(new Rect(startX += 120, startY, width, height), cont); spawnInfo.cooldown = EditorGUI.DelayedFloatField(new Rect(startX + 65, startY, 40, height), spawnInfo.cooldown); } if (enabled != enabledCached) { if (enabled) { spawnInfo = new CollectibleSpawnInfo(); spawnInfo.item = colt; spawner.spawnItemList.Insert(enabledCount, spawnInfo); } else { spawner.spawnItemList.Remove(spawnInfo); } } if (enabled) { enabledCount += 1; } startY += 4; startX = cachedX; } return(new Vector2(startX, startY + (1.5f * spaceY))); }
public static int NewItem(Collectible collectible) { return window._NewItem(collectible); }
//callback function for when an item is triggered public void ItemTriggeredCallback(Collectible obj) { existingItemList.Remove(obj); }
public override bool OnGUI() { if (!base.OnGUI()) { return(true); } if (window == null) { Init(); } List <Collectible> collectibleList = collectibleDB.collectibleList; Undo.RecordObject(this, "window"); Undo.RecordObject(collectibleDB, "collectibleDB"); if (collectibleList.Count > 0 && selectID >= 0) { Undo.RecordObject(collectibleList[selectID], "collectible"); } if (GUI.Button(new Rect(Math.Max(260, window.position.width - 120), 5, 100, 25), "Save")) { SetDirtyTDS(); } if (!Collectible_DB.UpdatedToPost_2018_3()) { GUI.color = new Color(0, 1f, 1f, 1f); if (GUI.Button(new Rect(Math.Max(260, window.position.width - 230), 5, 100, 25), "Copy Old DB")) { Collectible_DB.CopyFromOldDB(); selectID = 0; SelectItem(); } GUI.color = Color.white; } EditorGUI.LabelField(new Rect(5, 7, 150, 17), "Add New Collectible:"); Collectible newCollectible = null; newCollectible = (Collectible)EditorGUI.ObjectField(new Rect(125, 7, 140, 17), newCollectible, typeof(Collectible), false); if (newCollectible != null) { Select(NewItem(newCollectible)); } float startX = 5; float startY = 55; if (minimiseList) { if (GUI.Button(new Rect(startX, startY - 20, 30, 18), ">>")) { minimiseList = false; } } else { if (GUI.Button(new Rect(startX, startY - 20, 30, 18), "<<")) { minimiseList = true; } } Vector2 v2 = DrawCollectibleList(startX, startY, collectibleList); startX = v2.x + 25; if (collectibleList.Count == 0) { return(true); } Rect visibleRect = new Rect(startX, startY, window.position.width - startX - 10, window.position.height - startY - 5); Rect contentRect = new Rect(startX, startY, contentWidth - startY, contentHeight); scrollPos = GUI.BeginScrollView(visibleRect, scrollPos, contentRect); if (srlObj.isEditingMultipleObjects) { EditorGUI.HelpBox(new Rect(startX, startY, width + spaceX, 40), "More than 1 Collectible instance is selected\nMulti-instance editing is not supported\nTry use Inspector instead", MessageType.Warning); startY += 55; } Collectible cltToEdit = selectedCltList.Count != 0 ? selectedCltList[0] : collectibleList[selectID]; Undo.RecordObject(cltToEdit, "cltToEdit"); EditorGUI.BeginChangeCheck(); v2 = DrawCollectibleConfigurator(startX, startY, cltToEdit); contentWidth = v2.x + 35; contentHeight = v2.y - 55; if (EditorGUI.EndChangeCheck() && selectID >= 0) { #if UNITY_2018_3_OR_NEWER //GameObject collectibleObj=PrefabUtility.LoadPrefabContents(AssetDatabase.GetAssetPath(collectibleList[selectID].gameObject)); //Collectible selectedItem=collectibleObj.GetComponent<Collectible>(); //selectedItem=collectibleList[selectID]; //GameObject obj=PrefabUtility.SavePrefabAsset(selectedItem.gameObject); string assetPath = AssetDatabase.GetAssetPath(collectibleList[selectID].gameObject); GameObject itemObj = PrefabUtility.LoadPrefabContents(assetPath); Collectible selectedObj = itemObj.GetComponent <Collectible>(); EditorUtility.CopySerialized(collectibleList[selectID], selectedObj); PrefabUtility.SaveAsPrefabAsset(itemObj, assetPath); PrefabUtility.UnloadPrefabContents(itemObj); #endif } srlObj.ApplyModifiedProperties(); if (selectedCltList.Count > 0 && TDSEditor.IsPrefabInstance(selectedCltList[0].gameObject)) { PrefabUtility.RecordPrefabInstancePropertyModifications(selectedCltList[0]); } GUI.EndScrollView(); if (GUI.changed) { SetDirtyTDS(); for (int i = 0; i < selectedCltList.Count; i++) { EditorUtility.SetDirty(selectedCltList[i]); } } return(true); }
void Awake() { instance = (Collectible)target; LoadDB(); InitLabel(); }
int _NewItem(Collectible collectible) { if(collectibleDB.collectibleList.Contains(collectible)) return selectID; collectible.ID=GenerateNewID(collectibleIDList); collectibleIDList.Add(collectible.ID); collectibleDB.collectibleList.Add(collectible); UpdateLabel_Collectible(); return collectibleDB.collectibleList.Count-1; }
public static bool ExistInDB(Collectible collectible) { return collectibleDB.collectibleList.Contains(collectible); }
Vector2 DrawCollectibleConfigurator(float startX, float startY, Collectible cItem) { //float cachedX=startX; //float cachedY=startY; TDSEditorUtility.DrawSprite(new Rect(startX, startY, 60, 60), cItem.icon); startX+=65; float offsetY=TDSEditor.IsPrefab(cItem.gameObject) ? 5 : 0 ; cont=new GUIContent("Name:", "The collectible name to be displayed in game"); EditorGUI.LabelField(new Rect(startX, startY+=offsetY, width, height), cont); cItem.collectibleName=EditorGUI.TextField(new Rect(startX+spaceX-65, startY, width-5, height), cItem.collectibleName); cont=new GUIContent("Icon:", "The collectible icon to be displayed in game, must be a sprite"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.icon=(Sprite)EditorGUI.ObjectField(new Rect(startX+spaceX-65, startY, width-5, height), cItem.icon, typeof(Sprite), false); cont=new GUIContent("Prefab:", "The prefab object of the unit\nClick this to highlight it in the ProjectTab"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); EditorGUI.ObjectField(new Rect(startX+spaceX-65, startY, width-5, height), cItem.gameObject, typeof(GameObject), false); startX-=65; startY+=spaceY; //cachedY=startY; int type=(int)cItem.type; cont=new GUIContent("Target Type:", "The target which the collectible affects when triggered"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); contL=new GUIContent[collectTypeLabel.Length]; for(int i=0; i<contL.Length; i++) contL[i]=new GUIContent(collectTypeLabel[i], collectTypeTooltip[i]); type = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, 15), new GUIContent(""), type, contL); cItem.type=(_CollectType)type; startY+=10; if(cItem.type==_CollectType.Self){ EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), "Instant Gain", headerStyle); cont=new GUIContent("Life:", "The amount of respawn gained by the player"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.life=EditorGUI.IntField(new Rect(startX+spaceX, startY, 40, height), cItem.life); startY+=10; cont=new GUIContent("HitPoint:", "The amount of hit-point gained by the player"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.hitPoint=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.hitPoint); cont=new GUIContent("Energy:", "The amount of energy gained by the player"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.energy=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.energy); startY+=10; //cont=new GUIContent("Credits:", "The amount of credist gained by the player"); //EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); //cItem.credit=EditorGUI.IntField(new Rect(startX+spaceX, startY, 40, height), cItem.credit); cont=new GUIContent("Score:", "The amount of points gained by the player"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.score=EditorGUI.IntField(new Rect(startX+spaceX, startY, 40, height), cItem.score); startY+=10; cont=new GUIContent("Ammo:", "The amount of ammo gained by the player. If set as -1, the ammo count will be refilled to full"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.ammo=EditorGUI.IntField(new Rect(startX+spaceX, startY, 40, height), cItem.ammo); if(cItem.ammo!=0){ startY+=5; weaponLabel[0]="All Weapons"; int weaponIdx=TDSEditor.GetWeaponIndex(cItem.ammoID); Weapon weapon=weaponIdx>0 ? weaponDB.weaponList[weaponIdx-1] : null ; if(weapon!=null) TDSEditorUtility.DrawSprite(new Rect(startX+spaceX+width-40, startY+spaceY-45, 40, 40), weapon!=null ? weapon.icon : null); cont=new GUIContent(" - Weapon:", "The weapon in which the ammo gain of the collectible is intended for."); EditorGUI.LabelField(new Rect(startX, startY+=spaceY-5, width, height), cont); weaponIdx=EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), weaponIdx, weaponLabel); if(weaponIdx>0) cItem.ammoID=weaponDB.weaponList[weaponIdx-1].ID; else cItem.ammoID=-1; weaponLabel[0]="Unassigned"; } else{ cont=new GUIContent("Weapon:", "The weapon in which the ammo gain of the collectible is intended for."); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); EditorGUI.LabelField(new Rect(startX+spaceX, startY, width, height), "-"); } startY+=55; //int effectIdx=cItem.effect==null ? 0 : TDSEditor.GetEffectIndex(cItem.effect.ID); //if(effectIdx==0) cItem.effect=null; int effectIdx=cItem.effectID>=0 ? TDSEditor.GetEffectIndex(cItem.effectID) : 0 ; TDSEditorUtility.DrawSprite(new Rect(startX+spaceX+width-40, startY+spaceY-45, 40, 40), effectIdx>0 ? effectDB.effectList[effectIdx-1].icon : null); if(GUI.Button(new Rect(startX+spaceX, startY-2, 40, height-2), "Edit ")) EffectEditorWindow.Init(); cont=new GUIContent("Triggered Effect:", "Special effect that applies on target when triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY-5, width, height), cont, headerStyle); effectIdx=EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), effectIdx, effectLabel); if(effectIdx>0) cItem.effectID=effectDB.effectList[effectIdx-1].ID; else cItem.effectID=-1; //if(effectIdx>0) cItem.effect=effectDB.effectList[effectIdx-1]; //else cItem.effect=null; startY+=10; cont=new GUIContent("Gain Weapon:", "Weapon gained by player upon triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont, headerStyle); cItem.gainWeapon=EditorGUI.Toggle(new Rect(startX+spaceX, startY, 30, height), cItem.gainWeapon); if(cItem.gainWeapon){ type=(int)cItem.weaponType; cont=new GUIContent(" - GainWeaponType:", "What the new weapon is for"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); contL=new GUIContent[weaponTypeLabel.Length]; for(int i=0; i<contL.Length; i++) contL[i]=new GUIContent(weaponTypeLabel[i], weaponTypeTooltip[i]); type = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, 15), new GUIContent(""), type, contL); cItem.weaponType=(Collectible._WeaponType)type; cont=new GUIContent(" - Duration:", "The duration of the temporary weapon. Set to -1 for not time limit (limit by weapon ammo instead)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); if(cItem.weaponType==Collectible._WeaponType.Temporary) cItem.tempWeapDuration=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.tempWeapDuration); else EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); cont=new GUIContent(" - Random Weapon:", "Check if player will get random weapon out of a few potential candidates"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.randomWeapon=EditorGUI.Toggle(new Rect(startX+spaceX, startY, 30, height), cItem.randomWeapon); if(cItem.randomWeapon){ cont=new GUIContent(" - EnableAllWeapon:", "Check if all weapon in the database are to be added to the random pool"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.enableAllWeapon=EditorGUI.Toggle(new Rect(startX+spaceX, startY, 30, height), cItem.enableAllWeapon); if(!cItem.enableAllWeapon){ int enabledCount=0; for(int i=0; i<weaponDB.weaponList.Count; i++){ Weapon weapon=weaponDB.weaponList[i]; bool enabled=cItem.weaponList.Contains(weapon); bool enabledCached=enabled; TDSEditorUtility.DrawSprite(new Rect(startX+20, startY+=spaceY, 30, 30), weapon.icon, weapon.desp); cont=new GUIContent(weapon.weaponName, weapon.desp); EditorGUI.LabelField(new Rect(startX+65, startY+15, width, height), cont); enabled=EditorGUI.Toggle(new Rect(startX+spaceX+width-15, startY+15, width, height), enabled); startY+=14; if(enabled!=enabledCached){ if(enabled) cItem.weaponList.Insert(enabledCount, weapon); else cItem.weaponList.Remove(weapon); } if(enabled) enabledCount+=1; } } } else{ if(cItem.weaponList.Count!=1) cItem.weaponList=new List<Weapon>{ null }; int weaponIdx1=cItem.weaponList[0]!=null ? TDSEditor.GetWeaponIndex(cItem.weaponList[0].ID) : 0; if(cItem.weaponList[0]!=null) TDSEditorUtility.DrawSprite(new Rect(startX+spaceX+width-40, startY+spaceY-41, 40, 40), cItem.weaponList[0].icon); cont=new GUIContent(" - Weapon Gained:", "Weapon gained by player upon triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); weaponIdx1=EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), weaponIdx1, weaponLabel); if(weaponIdx1>0) cItem.weaponList[0]=weaponDB.weaponList[weaponIdx1-1]; else cItem.weaponList[0]=null; } } } else{ //if(cItem.type==_CollectType.AOEHostile){ //cont=new GUIContent("AOE Range:", ""); //EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); //cItem.aoeRange=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.aoeRange); //} Vector2 v2=DrawAttackStats(startX, startY+spaceY, cItem.aStats, cItem.type==_CollectType.AOEHostile, cItem.type==_CollectType.AOEHostile); startY=v2.y; } startY+=20; EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), "Miscellaneous", headerStyle); cont=new GUIContent("Triggered Effect Obj:", "The object to be spawned when the collectible is triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.triggerEffectObj=(GameObject)EditorGUI.ObjectField(new Rect(startX+spaceX, startY, width, height), cItem.triggerEffectObj, typeof(GameObject), false); cont=new GUIContent("AutoDestroy Effect:", "Check if the effect object needs to be removed from the game"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); if(cItem.triggerEffectObj!=null){ cItem.autoDestroyEffectObj=EditorGUI.Toggle(new Rect(startX+spaceX, startY, 40, height), cItem.autoDestroyEffectObj); if(cItem.autoDestroyEffectObj){ cont=new GUIContent(" - Duration:", "The delay in seconds before the effect object is destroyed"); EditorGUI.LabelField(new Rect(startX+spaceX+15, startY, width, height), cont); cItem.effectObjActiveDuration=EditorGUI.FloatField(new Rect(startX+spaceX+width-58, startY, 40, height), cItem.effectObjActiveDuration); } } else EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); startY+=5; cont=new GUIContent("Triggered SFX:", "Audio clip to play when the collectible is triggered (optional)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.triggerSFX=(AudioClip)EditorGUI.ObjectField(new Rect(startX+spaceX, startY, width, height), cItem.triggerSFX, typeof(AudioClip), false); startY+=10; cont=new GUIContent("Self Destruct:", "Check if the item is to self-destruct if not collected in a set time frame"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); cItem.selfDestruct=EditorGUI.Toggle(new Rect(startX+spaceX, startY, 40, height), cItem.selfDestruct); cont=new GUIContent("Active Duration:", "How long the item will stay active before it self destruct"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); if(cItem.selfDestruct) cItem.selfDestructDuration=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.selfDestructDuration); else EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); startY+=5; cont=new GUIContent("BlinkBeforeDestruct:", "Blink to give player warning before the object self-destruct"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); if(cItem.selfDestruct) cItem.blinkBeforeDestroy=EditorGUI.Toggle(new Rect(startX+spaceX, startY, 40, height), cItem.blinkBeforeDestroy); else EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); cont=new GUIContent("Blink Duration:", "The long the item is gong to blink for"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); if(cItem.selfDestruct && cItem.blinkBeforeDestroy) cItem.blinkDuration=EditorGUI.FloatField(new Rect(startX+spaceX, startY, 40, height), cItem.blinkDuration); else EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); int objID=cItem.blinkObj==null ? 0 : GetObjectIDFromHList(cItem.blinkObj.transform, objHList); cont=new GUIContent("Blink Object: ", "The mesh object to blink (The system will deactivate/activate the blink object for blinking. we only need to deactivate the child object and contain the mesh, not the whole item)"); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, width, height), cont); if(cItem.selfDestruct && cItem.blinkBeforeDestroy){ objID = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), objID, objHLabelList); cItem.blinkObj = (objHList[objID]==null) ? null : objHList[objID]; } else EditorGUI.LabelField(new Rect(startX+spaceX, startY, 40, height), "-"); startY+=15; GUIStyle style=new GUIStyle("TextArea"); style.wordWrap=true; cont=new GUIContent("Item description (to be used in runtime): ", ""); EditorGUI.LabelField(new Rect(startX, startY+=spaceY, 400, 20), cont); cItem.desp=EditorGUI.TextArea(new Rect(startX, startY+spaceY-3, 270, 150), cItem.desp, style); return new Vector2(startX, startY+200); }