示例#1
0
        public override void OnInspectorGUI()
        {
            var trigger = target as BarkTrigger;

            if (trigger == null)
            {
                return;
            }

            trigger.trigger = (DialogueTriggerEvent)EditorGUILayout.EnumPopup(new GUIContent("Trigger", "The event that triggers the bark"), trigger.trigger);
            if (conversationPicker != null)
            {
                conversationPicker.Draw();
                trigger.conversation = conversationPicker.currentConversation;
                trigger.useConversationTitlePicker = conversationPicker.usePicker;
                trigger.selectedDatabase           = conversationPicker.database;
                if (EditorTools.selectedDatabase == null)
                {
                    EditorTools.selectedDatabase = trigger.selectedDatabase;
                }
            }
            trigger.barkOrder                = (BarkOrder)EditorGUILayout.EnumPopup(new GUIContent("Bark Order", "The order in which to bark dialogue entries"), trigger.barkOrder);
            trigger.conversant               = EditorGUILayout.ObjectField(new GUIContent("Barker", "The actor speaking the bark. If unassigned, this GameObject"), trigger.conversant, typeof(Transform), true) as Transform;
            trigger.target                   = EditorGUILayout.ObjectField(new GUIContent("Target", "The GameObject being barked at"), trigger.target, typeof(Transform), true) as Transform;
            trigger.once                     = EditorGUILayout.Toggle(new GUIContent("Only Once", "Only trigger once, then destroy this component"), trigger.once);
            trigger.skipIfNoValidEntries     = EditorGUILayout.Toggle(new GUIContent("Skip If No Valid Entries", "Only trigger if at least one entry's Conditions are currently true"), trigger.skipIfNoValidEntries);
            trigger.allowDuringConversations = EditorGUILayout.Toggle(new GUIContent("Allow During Conversations", "Allow barks during active conversations"), trigger.allowDuringConversations);
            trigger.cacheBarkLines           = EditorGUILayout.Toggle(new GUIContent("Cache Bark Lines", "Cache all bark lines on first bark. Faster, but loses dynamic barks"), trigger.cacheBarkLines);
            EditorTools.DrawSerializedProperty(serializedObject, "condition");
        }
示例#2
0
        public override void OnInspectorGUI()
        {
            var trigger = target as ConversationTrigger;

            if (trigger == null)
            {
                return;
            }

            trigger.trigger = (DialogueTriggerEvent)EditorGUILayout.EnumPopup(new GUIContent("Trigger", "The event that triggers the conversation"), trigger.trigger);
            if (conversationPicker != null)
            {
                conversationPicker.Draw();
                trigger.conversation = conversationPicker.currentConversation;
                trigger.useConversationTitlePicker = conversationPicker.usePicker;
                trigger.selectedDatabase           = conversationPicker.database;
                if (EditorTools.selectedDatabase == null)
                {
                    EditorTools.selectedDatabase = trigger.selectedDatabase;
                }
            }
            trigger.actor                         = EditorGUILayout.ObjectField(new GUIContent("Actor", "The primary actor (e.g., player). If unassigned, the GameObject that triggered the conversation"), trigger.actor, typeof(Transform), true) as Transform;
            trigger.conversant                    = EditorGUILayout.ObjectField(new GUIContent("Conversant", "The other actor (e.g., NPC). If unassigned, this GameObject"), trigger.conversant, typeof(Transform), true) as Transform;
            trigger.once                          = EditorGUILayout.Toggle(new GUIContent("Only Once", "Only trigger once, then destroy this component"), trigger.once);
            trigger.skipIfNoValidEntries          = EditorGUILayout.Toggle(new GUIContent("Skip If No Valid Entries", "Only trigger if at least one entry's Conditions are currently true"), trigger.skipIfNoValidEntries);
            trigger.stopConversationOnTriggerExit = EditorGUILayout.Toggle(new GUIContent("Stop On Trigger Exit", "Stop the triggered conversation if this GameObject receives OnTriggerExit"), trigger.stopConversationOnTriggerExit);
            EditorTools.DrawSerializedProperty(serializedObject, "condition");
        }