public void Setup(EntityAsset asset) { SkillCollection.SkillCollectionId = asset.SkillCollectionId; SkillCollection.SetupCollection(); GambitCollection.GambitCollectionId = asset.GambitCollectionId; GambitCollection.SetupCollection(); Perception.AlertMask = asset.AlertMask; Perception.Range = asset.Vision; Tag = asset.Tag; }
public void DisplayCollectionGUI(GambitCollection collection) { GUILayout.BeginVertical(); //GUILayout.Label ("Skills"); Color curColor = GUI.color; for (int i = 0; i < collection.Gambits.Count; i++) { GUILayout.BeginHorizontal(); if (collection.ActiveGambitId == i) { GUI.color = Color.cyan; } else if (collection.Gambits [i].IsReady) { GUI.color = Color.white; } else { GUI.color = Color.gray; } /*Rect r = EditorGUILayout.BeginVertical (GUILayout.Height(20)); * float progress = skill.Cooldown > 0.0f ? (skill.CurrentCooldown / skill.Cooldown) : 1.0f; * EditorGUI.ProgressBar (r, progress, skill.Name); * GUILayout.FlexibleSpace (); * EditorGUILayout.EndVertical ();*/ GUILayout.Label(collection.Gambits[i].Priority.ToString(), EditorStyles.toolbarButton, GUILayout.Width(50)); GUILayout.Label("Use: " + collection.Gambits[i].UsageNumber.ToString() + "/" + ((collection.Gambits[i].MaxUse == -1)?".INF":collection.Gambits[i].MaxUse.ToString()), EditorStyles.toolbarButton, GUILayout.Width(100)); GUILayout.Label(collection.Gambits[i].GetType().Name, EditorStyles.toolbarButton, GUILayout.Width(200)); GUILayout.Label(collection.Gambits[i].SkillId, EditorStyles.toolbarButton, GUILayout.Width(200)); //GUILayout.Space (4); GUILayout.EndHorizontal(); } GUI.color = curColor; GUILayout.EndVertical(); }
public void DisplayCollectionAssetGUI(GambitCollection collection) { var asset = GambitCollectionDatabase.Instance.Get(collection.GambitCollectionId); string displayText; // if the asset is found, use its name if (asset != null) { displayText = asset.Name; } // if the id is below 0 no collection is assigned else if (collection.GambitCollectionId <= 0) { displayText = "Not set"; } // if no asset is assigned and the id is above zero // previous collection is missing else { displayText = "Missing"; } GUILayout.Space(4); // show the collection's name and id and allow user to change // the assigned stat collection via a dialogue pop up EditorGUI.BeginDisabledGroup(Application.isPlaying); GUILayout.Label("Gambit Collection:"); if (GUILayout.Button(string.Format("[ID: {0}] {1}", Mathf.Max(0, collection.GambitCollectionId).ToString(), displayText), EditorStyles.toolbarPopup)) { GambitCollectionDatabase.Instance.LoadDatabase(); XmlDatabaseEditorUtility.ShowContext(GambitCollectionDatabase.Instance, (value) => { collection.GambitCollectionId = value.Id; }, typeof(GambitCollectionWindow)); } EditorGUI.EndDisabledGroup(); }