static public void CreateSelectionsNodeOfMenu( ) { ISelectionsCtrl sel = GameObject.FindObjectOfType(typeof(ISelectionsCtrl)) as ISelectionsCtrl; if (sel == null) { DrawObjectsTab.CreateGUISelectionsCtrl(); } Transform parentNodeTra = (Selection.activeGameObject != null) ? Selection.activeGameObject.transform : null; SelectionsNode node = ViNoToolUtil.AddViNodeGameObject <SelectionsNode>("Selections", parentNodeTra); ViNode childNode1 = ViNoToolUtil.AddViNodeGameObject <ViNode>("Selected1", node.transform); ViNode childNode2 = ViNoToolUtil.AddViNodeGameObject <ViNode>("Selected2", node.transform); DialogPartNode dlg1 = CreateDialogNode("name", "Selected 1"); //ViNoToolUtil.AddViNodeGameObject<DialogPartNode>( "Dialog" , childNode1.transform ); dlg1.transform.parent = childNode1.transform; DialogPartNode dlg2 = CreateDialogNode("name", "Selected 2"); //ViNoToolUtil.AddViNodeGameObject<DialogPartNode>( "Dialog" , childNode2.transform ); dlg2.transform.parent = childNode2.transform; node.units = new SelectionsNode.SelectUnit [2]; node.units[0] = new SelectionsNode.SelectUnit(); node.units[0].targetNode = childNode1; node.units[0].text = "Selection 1"; node.units[0].index = 0; node.units[1] = new SelectionsNode.SelectUnit(); node.units[1].targetNode = childNode2; node.units[1].text = "Selection 2"; node.units[1].index = 1; EditorGUIUtility.PingObject(node.gameObject); }
static public void CreateConvScene(string templScenePath) { GameObject sceneRoot = CreateTemplScene(templScenePath); sceneRoot.name = "A Conversation Scene"; string scenarioName = "A_Conversation"; if (!System.IO.Directory.Exists("Assets/" + scenarioName)) { AssetDatabase.CreateFolder("Assets", scenarioName); } GameObject scenarioObj = ViNoToolUtil.CreateANewScenario(scenarioName, true); GameObject startObj = scenarioObj.transform.FindChild("START").gameObject; // scenarioObj.transform.parent.transform.parent = sceneRoot.transform; GameObject node0 = new GameObject("0_Scene"); LoadSceneNode loadSceneNode = node0.AddComponent <LoadSceneNode>(); loadSceneNode.sceneName = "Scene1"; loadSceneNode.method = LoadSceneNode.Methods.DESTROY_AND_LOAD; loadSceneNode.withFadeIn = true; loadSceneNode.transform.parent = startObj.transform; DialogPartNode dlgNode = ViNoToolUtil.AddDialogPartNode(startObj.transform); dlgNode.name = "1_Dialog"; DialogPartData data0 = dlgNode.AddData("", ""); DialogPartData data1 = dlgNode.AddData("Sachi", "Hello. I am Sachi."); DialogPartData data2 = dlgNode.AddData("", ""); DialogPartData data3 = dlgNode.AddData("Maiko", "Hi. Sachi."); DialogPartData data4 = dlgNode.AddData("Sachi", "Bye Bye !"); DialogPartData data5 = dlgNode.AddData("Maiko", "Bye Bye !"); DialogPartData data6 = dlgNode.AddData("", ""); data0.enterActorEntries = new DialogPartData.ActorEntry[1]; data0.enterActorEntries[0] = new DialogPartData.ActorEntry(); data0.enterActorEntries[0].actorName = "Sachi"; data0.actionID = DialogPartNodeActionType.EnterActor; data0.enterActorEntries[0].position = ViNoToolkit.SceneEvent.ActorPosition.middle_left; data1.isName = true; data2.enterActorEntries = new DialogPartData.ActorEntry[1]; data2.enterActorEntries[0] = new DialogPartData.ActorEntry(); data2.enterActorEntries[0].actorName = "Maiko"; data2.actionID = DialogPartNodeActionType.EnterActor; data2.enterActorEntries[0].position = ViNoToolkit.SceneEvent.ActorPosition.middle_right; data3.isName = true; data4.isName = true; data5.isName = true; data6.actionID = DialogPartNodeActionType.ExitActor; data6.exitActorEntries = new DialogPartData.ActorEntry[2]; data6.exitActorEntries[0] = new DialogPartData.ActorEntry(); data6.exitActorEntries[1] = new DialogPartData.ActorEntry(); data6.exitActorEntries[0].actorName = "Sachi"; data6.exitActorEntries[1].actorName = "Maiko"; #if false GameObject parentObj = GameObject.Find("Panels"); DrawObjectsTab.CreateBG("BG", parentObj); GameObject ch1 = DrawObjectsTab.Create2Layer("Ch1", parentObj); GameObject ch2 = DrawObjectsTab.Create2Layer("Ch2", parentObj); ch1.transform.localPosition = new Vector3(-120f, 0f, 0f); ch2.transform.localPosition = new Vector3(120f, 0f, 0f); AssetDatabase.MoveAsset("Assets/BG", "Assets/" + scenarioName + "/BG"); AssetDatabase.MoveAsset("Assets/Ch1", "Assets/" + scenarioName + "/Ch1"); AssetDatabase.MoveAsset("Assets/Ch2", "Assets/" + scenarioName + "/Ch2"); #endif string scenarioFlagDataPath = "Assets/" + scenarioName + "/" + scenarioName + "Flags.asset"; string scenarioSaveDataPath = "Assets/" + scenarioName + "/" + scenarioName + "SaveData.asset"; FlagTable flagTable = ScriptableObjectUtility.CreateScriptableObject("FlagTable", scenarioFlagDataPath) as FlagTable; ViNoSaveInfo saveInfo = ScriptableObjectUtility.CreateScriptableObject("ViNoSaveInfo", scenarioSaveDataPath) as ViNoSaveInfo; ScenarioNode scenarioNode = scenarioObj.GetComponent <ScenarioNode>(); scenarioNode.m_PlayAtStart = true; scenarioNode.flagTable = flagTable; // scenarioNode.saveInfo = saveInfo; ScenarioCtrl scenarioCtrl = GameObject.FindObjectOfType(typeof(ScenarioCtrl)) as ScenarioCtrl; scenarioCtrl.quickSaveSlot = saveInfo; scenarioCtrl.saveInfo = saveInfo; // Create an ActorLibrary and a SceneLibrary. string actorLibPrefabPath = "Assets/" + scenarioName + "/ActorLibrary.prefab"; string sceneLibPrefabPath = "Assets/" + scenarioName + "/SceneLibrary.prefab"; ViNoScenarioDataUtil.CreateActorLibrary(actorLibPrefabPath); ViNoScenarioDataUtil.CreateSceneLibrary(sceneLibPrefabPath); GameObject.DestroyImmediate(GameObject.Find("ActorLibrary")); GameObject.DestroyImmediate(GameObject.Find("SceneLibrary")); // ViNoToolkit.ActorInfo actor1 = ViNoScenarioDataUtil.CreateActorInfo() as ViNoToolkit.ActorInfo; ViNoToolkit.SceneEvent sceneEvt = GameObject.FindObjectOfType(typeof(ViNoToolkit.SceneEvent)) as ViNoToolkit.SceneEvent; ViNoToolkit.ActorLibrary actorLib = AssetDatabase.LoadAssetAtPath(actorLibPrefabPath, typeof(ViNoToolkit.ActorLibrary)) as ViNoToolkit.ActorLibrary; ViNoToolkit.SceneLibrary sceneLib = AssetDatabase.LoadAssetAtPath(sceneLibPrefabPath, typeof(ViNoToolkit.SceneLibrary)) as ViNoToolkit.SceneLibrary; /* actorLib.actorEntries = new ViNoToolkit.ActorInfo[ 1 ]; * actorLib.actorEntries[ 0 ] = actor1; * //*/ sceneEvt.actorLib = actorLib; sceneEvt.sceneLib = sceneLib; }
void OnGUI() { DrawObjectsTab.Draw(); }