Пример #1
0
 public static void OpenFPSWeaponEditor()
 {
     AbilityEditorWindow.Init();
 }
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            GUI.changed = false;
            Undo.RecordObject(instance, "AbilityManager");

            EditorGUILayout.Space();


            cont = new GUIContent("Energy Capacity:", "The maximum amount of energy available to player. Energy is used to cast ability and is recharged overtime");
            instance.fullEnergy = EditorGUILayout.FloatField(cont, instance.fullEnergy);

            cont = new GUIContent("Full Energy Start:", "Check to start the game with full energy");
            instance.startWithFullEnergy = EditorGUILayout.Toggle(cont, instance.startWithFullEnergy);

            cont = new GUIContent(" - Starting Energy:", "The amount of energy player possess at the start of the game");
            if (!instance.startWithFullEnergy)
            {
                instance.energy = EditorGUILayout.FloatField(cont, instance.energy);
            }
            else
            {
                EditorGUILayout.LabelField(cont, new GUIContent("-", ""));
            }

            EditorGUILayout.Space();

            cont = new GUIContent("Energy Rate:", "The amount of energy to be recharged at each second");
            instance.energyRate = EditorGUILayout.FloatField(cont, instance.energyRate);

            //cont=new GUIContent("ChargeBeforeSpawn:", "Check to start energy charging before spawning");
            //instance.onlyChargeOnSpawn=EditorGUILayout.Toggle(cont, instance.onlyChargeOnSpawn);


            EditorGUILayout.Space();


            cont = new GUIContent("Default Indicator:", "The default cursor indicator to used for ability target selecting in case the selected ability doesnt have a designated indicator");
            instance.defaultIndicator = (Transform)EditorGUILayout.ObjectField(cont, instance.defaultIndicator, typeof(Transform), true);


            EditorGUILayout.Space();


            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("", GUILayout.MaxWidth(10));
            showAbilityList = EditorGUILayout.Foldout(showAbilityList, "Show Ability List");
            EditorGUILayout.EndHorizontal();

            if (showAbilityList)
            {
                EditorGUILayout.BeginHorizontal();
                if (GUILayout.Button("EnableAll") && !Application.isPlaying)
                {
                    instance.unavailableIDList = new List <int>();
                }
                if (GUILayout.Button("DisableAll") && !Application.isPlaying)
                {
                    instance.unavailableIDList = new List <int>();
                    for (int i = 0; i < abilityDB.abilityList.Count; i++)
                    {
                        if (abilityDB.abilityList[i].disableInAbilityManager)
                        {
                            continue;
                        }
                        instance.unavailableIDList.Add(abilityDB.abilityList[i].ID);
                    }
                }
                EditorGUILayout.EndHorizontal();

                for (int i = 0; i < abilityDB.abilityList.Count; i++)
                {
                    Ability ability = abilityDB.abilityList[i];

                    if (ability.disableInAbilityManager)
                    {
                        if (instance.unavailableIDList.Contains(ability.ID))
                        {
                            instance.unavailableIDList.Remove(ability.ID);
                        }
                        continue;
                    }

                    GUILayout.BeginHorizontal();

                    GUILayout.Box("", GUILayout.Width(40), GUILayout.Height(40));
                    Rect rect = GUILayoutUtility.GetLastRect();
                    TDEditor.DrawSprite(rect, ability.icon, ability.desp, false);

                    GUILayout.BeginVertical();
                    EditorGUILayout.Space();
                    GUILayout.Label(ability.name, GUILayout.ExpandWidth(false));

                    GUILayout.BeginHorizontal();

                    EditorGUI.BeginChangeCheck();
                    bool flag = !instance.unavailableIDList.Contains(ability.ID) ? true : false;
                    flag = EditorGUILayout.Toggle(new GUIContent(" - enabled: ", "check to enable the ability in this level"), flag);

                    if (!Application.isPlaying && EditorGUI.EndChangeCheck())
                    {
                        if (!flag && !instance.unavailableIDList.Contains(ability.ID))
                        {
                            instance.unavailableIDList.Add(ability.ID);
                        }
                        else if (flag)
                        {
                            instance.unavailableIDList.Remove(ability.ID);
                        }
                    }

                    GUILayout.EndHorizontal();

                    GUILayout.EndVertical();

                    GUILayout.EndHorizontal();
                }
            }

            EditorGUILayout.Space();
            EditorGUILayout.Space();


            if (GUILayout.Button("Open AbilityEditor"))
            {
                AbilityEditorWindow.Init();
            }


            EditorGUILayout.Space();

            DefaultInspector();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(instance);
            }
        }