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

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C#
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using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor (typeof(weaponBuilder))]
public class weaponBuilderEditor : Editor
{
SerializedProperty weaponName;
SerializedProperty relativePathUsableWeaponPrefab;
SerializedProperty usableWeaponPrefab;
SerializedProperty layerToPlaceWeaponPrefab;
SerializedProperty armsParent;
SerializedProperty currentArmsModel;
SerializedProperty replaceArmsModel;
SerializedProperty newArmsModel;
SerializedProperty weaponPartInfoList;
SerializedProperty weaponSettingsInfoList;
SerializedProperty buildWeaponExplanation;
SerializedProperty showGizmo;
SerializedProperty showGizmoLabel;
SerializedProperty gizmoLabelColor;
SerializedProperty gizmoRadius;
SerializedProperty useHandle;
SerializedProperty mainPlayerWeaponsManager;
SerializedProperty weaponParent;
SerializedProperty mainIKWeaponSystem;
SerializedProperty mainPlayerWeaponSystem;
SerializedProperty weaponMeshParent;
SerializedProperty newWeaponMeshParent;
SerializedProperty weaponViewTransform;
SerializedProperty weaponPartsNotUsedOnAIList;
SerializedProperty weaponPartsToMoveToNewParentList;
weaponBuilder manager;
Vector3 curretPositionHandle;
Quaternion currentRotationHandle;
GUIStyle style = new GUIStyle ();
weaponBuilder.partInfo currentPartInfo;
GUIStyle buttonStyle = new GUIStyle ();
void OnEnable ()
{
weaponName = serializedObject.FindProperty ("weaponName");
relativePathUsableWeaponPrefab = serializedObject.FindProperty ("relativePathUsableWeaponPrefab");
usableWeaponPrefab = serializedObject.FindProperty ("usableWeaponPrefab");
layerToPlaceWeaponPrefab = serializedObject.FindProperty ("layerToPlaceWeaponPrefab");
armsParent = serializedObject.FindProperty ("armsParent");
currentArmsModel = serializedObject.FindProperty ("currentArmsModel");
replaceArmsModel = serializedObject.FindProperty ("replaceArmsModel");
newArmsModel = serializedObject.FindProperty ("newArmsModel");
weaponPartInfoList = serializedObject.FindProperty ("weaponPartInfoList");
weaponSettingsInfoList = serializedObject.FindProperty ("weaponSettingsInfoList");
buildWeaponExplanation = serializedObject.FindProperty ("buildWeaponExplanation");
showGizmo = serializedObject.FindProperty ("showGizmo");
showGizmoLabel = serializedObject.FindProperty ("showGizmoLabel");
gizmoLabelColor = serializedObject.FindProperty ("gizmoLabelColor");
gizmoRadius = serializedObject.FindProperty ("gizmoRadius");
useHandle = serializedObject.FindProperty ("useHandle");
mainPlayerWeaponsManager = serializedObject.FindProperty ("mainPlayerWeaponsManager");
weaponParent = serializedObject.FindProperty ("weaponParent");
mainIKWeaponSystem = serializedObject.FindProperty ("mainIKWeaponSystem");
mainPlayerWeaponSystem = serializedObject.FindProperty ("mainPlayerWeaponSystem");
weaponMeshParent = serializedObject.FindProperty ("weaponMeshParent");
newWeaponMeshParent = serializedObject.FindProperty ("newWeaponMeshParent");
weaponViewTransform = serializedObject.FindProperty ("weaponViewTransform");
weaponPartsNotUsedOnAIList = serializedObject.FindProperty ("weaponPartsNotUsedOnAIList");
weaponPartsToMoveToNewParentList = serializedObject.FindProperty ("weaponPartsToMoveToNewParentList");
manager = (weaponBuilder)target;
}
void OnSceneGUI ()
{
if (manager.showGizmo && manager.useHandle) {
if (!Application.isPlaying) {
style.normal.textColor = manager.gizmoLabelColor;
style.alignment = TextAnchor.MiddleCenter;
for (int i = 0; i < manager.weaponPartInfoList.Count; i++) {
currentPartInfo = manager.weaponPartInfoList [i];
if (!currentPartInfo.removeWeaponPartIfNoNewMesh) {
if (currentPartInfo.temporalWeaponMesh != null) {
if (manager.showGizmoLabel) {
Handles.Label (currentPartInfo.temporalWeaponMesh.transform.position, currentPartInfo.Name, style);
}
showPositionHandle (currentPartInfo.temporalWeaponMesh.transform, "move temporal Weapon Mesh" + i);
} else {
if (currentPartInfo.objectAlwaysUsed) {
if (currentPartInfo.currentWeaponMesh) {
if (manager.showGizmoLabel) {
Handles.Label (currentPartInfo.currentWeaponMesh.transform.position, currentPartInfo.Name, style);
}
showPositionHandle (currentPartInfo.currentWeaponMesh.transform, "move current Weapon Mesh" + i);
}
}
}
}
}
}
}
}
public void showPositionHandle (Transform currentTransform, string handleName)
{
currentRotationHandle = Tools.pivotRotation == PivotRotation.Local ? currentTransform.rotation : Quaternion.identity;
EditorGUI.BeginChangeCheck ();
curretPositionHandle = currentTransform.position;
if (Tools.current == Tool.Move) {
curretPositionHandle = Handles.DoPositionHandle (curretPositionHandle, currentRotationHandle);
}
currentRotationHandle = currentTransform.rotation;
if (Tools.current == Tool.Rotate) {
currentRotationHandle = Handles.DoRotationHandle (currentRotationHandle, curretPositionHandle);
}
if (EditorGUI.EndChangeCheck ()) {
Undo.RecordObject (currentTransform, handleName);
currentTransform.position = curretPositionHandle;
currentTransform.rotation = currentRotationHandle;
}
}
public override void OnInspectorGUI ()
{
GUILayout.BeginVertical (GUILayout.Height (50));
EditorGUILayout.Space ();
buttonStyle = new GUIStyle (GUI.skin.button);
buttonStyle.fontStyle = FontStyle.Bold;
buttonStyle.fontSize = 12;
GUILayout.BeginVertical ("Main Settings", "window");
EditorGUILayout.PropertyField (weaponName);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Usable Weapon Prefab Settings", "window");
EditorGUILayout.PropertyField (relativePathUsableWeaponPrefab);
EditorGUILayout.PropertyField (usableWeaponPrefab);
EditorGUILayout.PropertyField (layerToPlaceWeaponPrefab);
EditorGUILayout.Space ();
if (GUILayout.Button ("Create/Update Usable Weapon Prefab")) {
manager.createUsableWeaponPrefab ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Instantiate Weapon In Scene")) {
manager.instantiateUsableWeaponPrefabInScene ();
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Arms Settings", "window");
EditorGUILayout.PropertyField (armsParent);
EditorGUILayout.PropertyField (currentArmsModel);
EditorGUILayout.PropertyField (replaceArmsModel);
if (replaceArmsModel.boolValue) {
EditorGUILayout.PropertyField (newArmsModel);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Replace Arms")) {
manager.checkArmsToReplace ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Enable/Disable Arms Meshes")) {
manager.toogleArmsMeshActiveState ();
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Weapon Parts Info List", "window");
showWeaponPartInfoList (weaponPartInfoList);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Weapon Settings List", "window");
showWeaponSettingsInfoList (weaponSettingsInfoList);
EditorGUILayout.Space ();
if (GUILayout.Button ("Set Current Settings")) {
manager.adjustWeaponSettingsFromEditor ();
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Weapons Parts To Move To New Parent", "window");
showSimpleList (weaponPartsToMoveToNewParentList);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Weapons Parts Not Used On AI", "window");
showSimpleList (weaponPartsNotUsedOnAIList);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Align View To Weapon")) {
manager.alignViewWithWeaponCameraPosition ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Open Weapon Creator Wizard")) {
weaponCreatorEditor.createNewWeapon ();
}
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Explanation", "window");
EditorGUILayout.PropertyField (buildWeaponExplanation);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Gizmo Settings", "window");
EditorGUILayout.PropertyField (showGizmo);
EditorGUILayout.PropertyField (showGizmoLabel);
EditorGUILayout.PropertyField (gizmoLabelColor);
EditorGUILayout.PropertyField (gizmoRadius);
EditorGUILayout.PropertyField (useHandle);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Components", "window");
EditorGUILayout.PropertyField (mainPlayerWeaponsManager);
EditorGUILayout.PropertyField (weaponParent);
EditorGUILayout.PropertyField (mainIKWeaponSystem);
EditorGUILayout.PropertyField (mainPlayerWeaponSystem);
EditorGUILayout.PropertyField (weaponMeshParent);
EditorGUILayout.PropertyField (newWeaponMeshParent);
EditorGUILayout.PropertyField (weaponViewTransform);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.EndVertical ();
if (GUI.changed) {
serializedObject.ApplyModifiedProperties ();
}
EditorGUILayout.Space ();
}
void showWeaponPartInfoList (SerializedProperty list)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Parts: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Part")) {
list.arraySize++;
}
if (GUILayout.Button ("Clear List")) {
list.arraySize = 0;
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Expand All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = true;
}
}
if (GUILayout.Button ("Collapse All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = false;
}
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int i = 0; i < list.arraySize; i++) {
GUILayout.BeginHorizontal ();
GUILayout.BeginHorizontal ("box");
EditorGUILayout.Space ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.BeginVertical ();
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
if (list.GetArrayElementAtIndex (i).isExpanded) {
showWeaponPartInfoListElement (list.GetArrayElementAtIndex (i), true);
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
GUILayout.EndHorizontal ();
if (GUILayout.Button ("x")) {
list.DeleteArrayElementAtIndex (i);
}
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showWeaponPartInfoListElement (SerializedProperty list, bool showListNames)
{
GUILayout.BeginVertical ("box");
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Main Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("removeWeaponPartIfNoNewMesh"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("weaponMeshParent"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentWeaponMesh"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectAlwaysUsed"));
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Extra Weapon Part Meshes List", "window");
showSimpleList (list.FindPropertyRelative ("extraWeaponPartMeshesList"));
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("IK Positions Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("containsIKTransform"));
if (list.FindPropertyRelative ("containsIKTransform").boolValue) {
showSimpleList (list.FindPropertyRelative ("IKPositionsListOnMesh"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Events Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventOnUseWeaponPartEnabled"));
if (list.FindPropertyRelative ("useEventOnUseWeaponPartEnabled").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventOnUseWeaponPartEnabled"));
}
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventOnUseWeaponPartDisabled"));
if (list.FindPropertyRelative ("useEventOnUseWeaponPartDisabled").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventOnUseWeaponPartDisabled"));
}
GUILayout.EndVertical ();
GUILayout.EndVertical ();
}
void showWeaponSettingsInfoList (SerializedProperty list)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Settings: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Settings")) {
list.arraySize++;
}
if (GUILayout.Button ("Clear List")) {
list.arraySize = 0;
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Expand All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = true;
}
}
if (GUILayout.Button ("Collapse All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = false;
}
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int i = 0; i < list.arraySize; i++) {
GUILayout.BeginHorizontal ();
GUILayout.BeginHorizontal ("box");
EditorGUILayout.Space ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.BeginVertical ();
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
if (list.GetArrayElementAtIndex (i).isExpanded) {
showWeaponSettingsInfoListElement (list.GetArrayElementAtIndex (i), true);
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
GUILayout.EndHorizontal ();
if (GUILayout.Button ("x")) {
list.DeleteArrayElementAtIndex (i);
}
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showWeaponSettingsInfoListElement (SerializedProperty list, bool showListNames)
{
GUILayout.BeginVertical ("box");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
GUILayout.BeginVertical ("Bool Values Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useBoolState"));
if (list.FindPropertyRelative ("useBoolState").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("boolState"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToSetBoolState"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Float Values Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useFloatValue"));
if (list.FindPropertyRelative ("useFloatValue").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("floatValue"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToSetFloatValue"));
}
GUILayout.EndVertical ();
GUILayout.EndVertical ();
}
void showSimpleList (SerializedProperty list)
{
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
GUILayout.BeginVertical ("box");
EditorGUILayout.Space ();
GUILayout.Label ("Amount: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add")) {
list.arraySize++;
}
if (GUILayout.Button ("Clear")) {
list.arraySize = 0;
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int i = 0; i < list.arraySize; i++) {
GUILayout.BeginHorizontal ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), new GUIContent ("", null, ""), false);
}
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("x")) {
list.DeleteArrayElementAtIndex (i);
}
if (GUILayout.Button ("v")) {
if (i >= 0) {
list.MoveArrayElement (i, i + 1);
}
}
if (GUILayout.Button ("^")) {
if (i < list.arraySize) {
list.MoveArrayElement (i, i - 1);
}
}
GUILayout.EndHorizontal ();
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
}
GUILayout.EndVertical ();
}
}
}
#endif