示例#1
0
        public override void Awake()
        {
            ShowDoppleganger = false;
            DopplegangerProps.Clear();
            DopplegangerMode = WIMode.Stacked;
            MouseoverHover   = false;
            DisplayMode      = SquareDisplayMode.Disabled;

            base.Awake();
        }
示例#2
0
        public void DrawGenericWorldItemSelector(GenericWorldItem item, ref bool open, bool useStrictness)
        {
            if (WorldItems.Get == null)
            {
                Manager.WakeUp <WorldItems>("Frontiers_WorldItems");
                WorldItems.Get.Initialize();
            }

            bool drawEditor = true;

            UnityEditor.EditorStyles.miniButton.stretchWidth = true;
            UnityEditor.EditorStyles.textField.stretchWidth  = true;
            UnityEditor.EditorStyles.popup.stretchWidth      = true;

            GUILayout.BeginVertical();

            if (string.IsNullOrEmpty(item.PackName))
            {
                drawEditor            = false;
                UnityEngine.GUI.color = Color.green;
                if (GUILayout.Button("(Add)", UnityEditor.EditorStyles.miniButton))
                {
                    item.PackName   = "AncientArtifacts";
                    item.PrefabName = string.Empty;
                    drawEditor      = true;
                }
                UnityEngine.GUI.color = Color.yellow;
                if (GUILayout.Button("(Done)", UnityEditor.EditorStyles.miniButton))
                {
                    drawEditor        = false;
                    selectedItemIndex = -1;
                    selectedRowIndex  = -1;
                }
            }
            else
            {
                UnityEngine.GUI.color = Color.red;
                if (GUILayout.Button("(Clear)", UnityEditor.EditorStyles.miniButton))
                {
                    item.Clear();
                    drawEditor = false;
                }
            }

            if (drawEditor)
            {
                UnityEngine.GUI.color = Color.yellow;
                int           packIndex = 0;
                List <string> packNames = new List <string>();
                WorldItemPack pack      = null;
                WorldItem     worlditem = null;
                for (int i = 0; i < WorldItems.Get.WorldItemPacks.Count; i++)
                {
                    string packName = WorldItems.Get.WorldItemPacks[i].Name;
                    packNames.Add(packName);
                    if (item.PackName == packName)
                    {
                        packIndex = i;
                        pack      = WorldItems.Get.WorldItemPacks[i];
                    }
                }
                if (pack == null)
                {
                    pack = WorldItems.Get.WorldItemPacks[0];
                }

                packIndex = UnityEditor.EditorGUILayout.Popup("Pack:", packIndex, packNames.ToArray(), UnityEditor.EditorStyles.popup);
                List <string> prefabNames = new List <string>();
                int           prefabIndex = 0;
                for (int i = 0; i < pack.Prefabs.Count; i++)
                {
                    prefabNames.Add(pack.Prefabs[i].name);
                    if (item.PrefabName == pack.Prefabs[i].name)
                    {
                        prefabIndex = i;
                        worlditem   = pack.Prefabs[i].GetComponent <WorldItem>();
                    }
                }
                prefabIndex = UnityEditor.EditorGUILayout.Popup("Prefab:", prefabIndex, prefabNames.ToArray(), UnityEditor.EditorStyles.popup);

                item.PackName   = packNames[packIndex];
                item.PrefabName = prefabNames[prefabIndex];

                if (worlditem != null)
                {
                    UnityEngine.GUI.color = Color.yellow;
                    item.DisplayName      = worlditem.DisplayName;
                    if (!useStrictness || Flags.Check((uint)Blueprint.Strictness, (uint)BlueprintStrictness.StackName, Flags.CheckType.MatchAny))
                    {
                        GUILayout.BeginHorizontal();
                        GUILayout.Label("StackName: ");
                        if (string.IsNullOrEmpty(item.StackName) || !worlditem.StackName.Contains(item.StackName))
                        {
                            item.StackName = worlditem.StackName;
                        }
                        item.StackName = GUILayout.TextField(item.StackName);
                        GUILayout.EndHorizontal();
                    }
                    if (!useStrictness || Flags.Check((uint)Blueprint.Strictness, (uint)BlueprintStrictness.StateName, Flags.CheckType.MatchAny))
                    {
                        GUILayout.BeginHorizontal();
                        int           stateIndex = 0;
                        List <string> stateNames = new List <string>();
                        stateNames.Add("Default");
                        WIStates states = worlditem.GetComponent <WIStates>();
                        if (states != null)
                        {
                            for (int i = 0; i < states.States.Count; i++)
                            {
                                stateNames.Add(states.States[i].Name);
                                if (item.State == states.States[i].Name)
                                {
                                    stateIndex = i + 1;                                                                                                            //since the first one is Default
                                }
                            }
                        }
                        stateIndex = UnityEditor.EditorGUILayout.Popup("State:", stateIndex, stateNames.ToArray(), UnityEditor.EditorStyles.popup);
                        GUILayout.EndHorizontal();
                        item.State = stateNames[stateIndex];
                    }
                }
                UnityEngine.GUI.color = Color.white;
                if (!useStrictness || Flags.Check((uint)Blueprint.Strictness, (uint)BlueprintStrictness.Subcategory, Flags.CheckType.MatchAny))
                {
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("Subcategory: ");
                    item.Subcategory = GUILayout.TextField(item.Subcategory);
                    GUILayout.EndHorizontal();
                }
                UnityEngine.GUI.color = Color.yellow;
                if (GUILayout.Button("(Done)", UnityEditor.EditorStyles.miniButton))
                {
                    open = false;
                }
            }

            GUILayout.EndVertical();

            UnityEditor.EditorStyles.miniButton.stretchWidth = true;
            UnityEditor.EditorStyles.textField.stretchWidth  = true;
            UnityEditor.EditorStyles.popup.stretchWidth      = true;
        }