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FueraDeEscala/Assets/Game Kit Controller/Scripts/Editor/renameObjectToolEditor.cs

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using System.IO;
using UnityEngine.EventSystems;
#if UNITY_EDITOR
using UnityEditor;
public class renameObjectToolEditor : EditorWindow
{
GUISkin guiSkin;
Rect windowRect = new Rect ();
Event currentEvent;
Vector2 rectSize = new Vector2 (600, 600);
float timeToBuild = 0.2f;
float timer;
GUIStyle style = new GUIStyle ();
GUIStyle labelStyle = new GUIStyle ();
float windowHeightPercentage = 0.45f;
Vector2 screenResolution;
float minHeight = 300;
Vector2 scrollPos1;
float maxLayoutWidht = 220;
Vector2 previousRectSize;
public bool isRegularObject;
public bool isWeapon;
public bool isMeleeWeapon;
public string currentObjectName;
public string newObjectName;
public bool isAmmo;
public bool isArmorCloth;
bool objectRenamed;
[MenuItem ("Game Kit Controller/Rename Object Tool", false, 205)]
public static void openRenameObjectToolEditor ()
{
GetWindow<renameObjectToolEditor> ();
}
void OnEnable ()
{
screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
float windowHeight = screenResolution.y * windowHeightPercentage;
windowHeight = Mathf.Clamp (windowHeight, minHeight, screenResolution.y);
rectSize = new Vector2 (500, windowHeight);
resetCreatorValues ();
}
void OnDisable ()
{
resetCreatorValues ();
}
void resetCreatorValues ()
{
newObjectName = "";
currentObjectName = "";
isRegularObject = false;
isWeapon = false;
isMeleeWeapon = false;
objectRenamed = false;
isAmmo = false;
isArmorCloth = false;
Debug.Log ("Object window closed");
}
void OnGUI ()
{
if (!guiSkin) {
guiSkin = Resources.Load ("GUI") as GUISkin;
}
GUI.skin = guiSkin;
this.minSize = rectSize;
this.titleContent = new GUIContent ("Objects", null, "Rename Object");
GUILayout.BeginVertical ("Rename Object Tool", "window");
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
windowRect = GUILayoutUtility.GetLastRect ();
windowRect.width = this.maxSize.x;
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("", MessageType.Info);
style = new GUIStyle (EditorStyles.helpBox);
style.richText = true;
style.fontStyle = FontStyle.Bold;
style.fontSize = 17;
EditorGUILayout.LabelField ("Write the current Object name and the new Object name, " +
"along if the searched Object is regular or a weapon or not, and if so, if it is melee or not.\n", style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Window Height", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
if (previousRectSize != rectSize) {
previousRectSize = rectSize;
this.maxSize = rectSize;
}
rectSize.y = EditorGUILayout.Slider (rectSize.y, minHeight, screenResolution.y, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Current Object Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
currentObjectName = (string)EditorGUILayout.TextField (currentObjectName, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("New Object Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
newObjectName = (string)EditorGUILayout.TextField (newObjectName, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Is Regular Object", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
isRegularObject = (bool)EditorGUILayout.Toggle (isRegularObject, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (!isRegularObject) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Is Weapon", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
isWeapon = (bool)EditorGUILayout.Toggle (isWeapon, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (isWeapon) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Is Melee Weapon", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
isMeleeWeapon = (bool)EditorGUILayout.Toggle (isMeleeWeapon, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
} else {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Is Ammo", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
isAmmo = (bool)EditorGUILayout.Toggle (isAmmo, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Is Armor Cloth", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
isArmorCloth = (bool)EditorGUILayout.Toggle (isArmorCloth, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
}
}
GUILayout.FlexibleSpace ();
EditorGUILayout.EndScrollView ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Rename Object")) {
renameObject ();
}
if (GUILayout.Button ("Cancel")) {
this.Close ();
}
GUILayout.EndVertical ();
}
void renameObject ()
{
if (currentObjectName == "" || newObjectName == "") {
return;
}
bool mainInventoryManagerLocated = false;
inventoryListManager mainInventoryListManager = inventoryListManager.Instance;
mainInventoryManagerLocated = mainInventoryListManager != null;
if (!mainInventoryManagerLocated) {
GKC_Utils.instantiateMainManagerOnSceneWithTypeOnApplicationPlaying (inventoryListManager.getMainManagerName (), typeof (inventoryListManager), true);
mainInventoryListManager = inventoryListManager.Instance;
mainInventoryManagerLocated = (mainInventoryListManager != null);
}
if (!mainInventoryManagerLocated) {
mainInventoryListManager = FindObjectOfType<inventoryListManager> ();
mainInventoryManagerLocated = mainInventoryListManager != null;
}
if (mainInventoryManagerLocated) {
mainInventoryListManager.renameInventoryObject (currentObjectName, newObjectName);
}
if (isWeapon) {
if (isMeleeWeapon) {
List<meleeWeaponsGrabbedManager> newMeleeWeaponsGrabbedManagerList = GKC_Utils.FindObjectsOfTypeAll<meleeWeaponsGrabbedManager> ();
if (newMeleeWeaponsGrabbedManagerList != null) {
for (var i = 0; i < newMeleeWeaponsGrabbedManagerList.Count; i++) {
newMeleeWeaponsGrabbedManagerList [i].renameWeapon (currentObjectName, newObjectName);
}
}
} else {
List<playerWeaponsManager> newPlayerWeaponsManagerList = GKC_Utils.FindObjectsOfTypeAll<playerWeaponsManager> ();
if (newPlayerWeaponsManagerList != null) {
for (var i = 0; i < newPlayerWeaponsManagerList.Count; i++) {
newPlayerWeaponsManagerList [i].renameWeapon (currentObjectName, newObjectName);
}
}
}
} else {
if (isAmmo) {
List<playerWeaponsManager> newPlayerWeaponsManagerList = GKC_Utils.FindObjectsOfTypeAll<playerWeaponsManager> ();
if (newPlayerWeaponsManagerList != null) {
for (var i = 0; i < newPlayerWeaponsManagerList.Count; i++) {
newPlayerWeaponsManagerList [i].renameWeaponAmmo (currentObjectName, newObjectName);
}
}
} else if (isArmorCloth) {
//check on the characters customization component on characters on scene
List<characterCustomizationManager> characterCustomizationManagerList = GKC_Utils.FindObjectsOfTypeAll<characterCustomizationManager> ();
if (characterCustomizationManagerList != null) {
for (var i = 0; i < characterCustomizationManagerList.Count; i++) {
characterCustomizationManagerList [i].renamePiece (currentObjectName, newObjectName);
}
}
//check on the scriptable objects for full armor list and for the armor part it self
List<inventoryCharacterCustomizationSystem> inventoryCharacterCustomizationSystemList = GKC_Utils.FindObjectsOfTypeAll<inventoryCharacterCustomizationSystem> ();
if (inventoryCharacterCustomizationSystemList != null) {
for (var i = 0; i < inventoryCharacterCustomizationSystemList.Count; i++) {
inventoryCharacterCustomizationSystemList [i].renameArmorClothObjectByName (currentObjectName, newObjectName);
}
}
}
}
List<inventoryManager> newInventoryManagerList = GKC_Utils.FindObjectsOfTypeAll<inventoryManager> ();
if (newInventoryManagerList != null) {
for (var i = 0; i < newInventoryManagerList.Count; i++) {
newInventoryManagerList [i].getInventoryListManagerList ();
newInventoryManagerList [i].setInventoryObjectListNames ();
}
}
if (mainInventoryManagerLocated) {
mainInventoryListManager.renameCraftingObjectByName (currentObjectName, newObjectName);
}
objectRenamed = true;
}
void Update ()
{
if (objectRenamed) {
if (timer < timeToBuild) {
timer += 0.01f;
if (timer > timeToBuild) {
timer = 0;
this.Close ();
}
}
}
}
}
#endif