Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Editor/useInventoryObjectEditor.cs

568 lines
19 KiB
C#
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using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
[CanEditMultipleObjects]
[CustomEditor (typeof(useInventoryObject))]
public class useInventoryObjectEditor : Editor
{
SerializedProperty canBeReUsed;
SerializedProperty useInventoryType;
SerializedProperty useObjectsOneByOneUsingButton;
SerializedProperty inventoryObjectAction;
SerializedProperty disableObjectActionAfterUse;
SerializedProperty tagToConfigure;
SerializedProperty playerTag;
SerializedProperty vehicleTag;
SerializedProperty checkPlayerInventoryWhileDriving;
SerializedProperty objectUsedMessage;
SerializedProperty useCustomObjectNotFoundMessage;
SerializedProperty objectNotFoundMessage;
SerializedProperty enableObjectWhenActivate;
SerializedProperty objectToEnable;
SerializedProperty useAnimation;
SerializedProperty objectWithAnimation;
SerializedProperty animationName;
SerializedProperty openPlayerInventoryMenu;
SerializedProperty setNewInventoryPanel;
SerializedProperty defaultInventoryPanelName;
SerializedProperty newInventoryPanelName;
SerializedProperty showDebugInfo;
SerializedProperty objectUsed;
SerializedProperty numberOfObjectsUsed;
SerializedProperty numberOfObjectsNeeded;
SerializedProperty currentNumberOfObjectsNeeded;
SerializedProperty inventoryObjectNeededList;
SerializedProperty unlockFunctionCall;
SerializedProperty useEventOnUnlockWithDelay;
SerializedProperty delayToActivateEvent;
SerializedProperty eventOnUnlockWithDelay;
SerializedProperty useUnlockEventFromLoadingGame;
SerializedProperty unlockEventFromLoadingGame;
SerializedProperty canUseAndUseInventoryPickupsOnTriggerEnabled;
SerializedProperty removeInventoryPickupObjectOnTrigger;
SerializedProperty deviceStringActionManager;
SerializedProperty mainAudioSource;
SerializedProperty mainCollider;
useInventoryObject manager;
GUIStyle buttonStyle = new GUIStyle ();
void OnEnable ()
{
canBeReUsed = serializedObject.FindProperty ("canBeReUsed");
useInventoryType = serializedObject.FindProperty ("useInventoryType");
useObjectsOneByOneUsingButton = serializedObject.FindProperty ("useObjectsOneByOneUsingButton");
inventoryObjectAction = serializedObject.FindProperty ("inventoryObjectAction");
disableObjectActionAfterUse = serializedObject.FindProperty ("disableObjectActionAfterUse");
tagToConfigure = serializedObject.FindProperty ("tagToConfigure");
playerTag = serializedObject.FindProperty ("playerTag");
vehicleTag = serializedObject.FindProperty ("vehicleTag");
checkPlayerInventoryWhileDriving = serializedObject.FindProperty ("checkPlayerInventoryWhileDriving");
objectUsedMessage = serializedObject.FindProperty ("objectUsedMessage");
useCustomObjectNotFoundMessage = serializedObject.FindProperty ("useCustomObjectNotFoundMessage");
objectNotFoundMessage = serializedObject.FindProperty ("objectNotFoundMessage");
enableObjectWhenActivate = serializedObject.FindProperty ("enableObjectWhenActivate");
objectToEnable = serializedObject.FindProperty ("objectToEnable");
useAnimation = serializedObject.FindProperty ("useAnimation");
objectWithAnimation = serializedObject.FindProperty ("objectWithAnimation");
animationName = serializedObject.FindProperty ("animationName");
openPlayerInventoryMenu = serializedObject.FindProperty ("openPlayerInventoryMenu");
setNewInventoryPanel = serializedObject.FindProperty ("setNewInventoryPanel");
defaultInventoryPanelName = serializedObject.FindProperty ("defaultInventoryPanelName");
newInventoryPanelName = serializedObject.FindProperty ("newInventoryPanelName");
showDebugInfo = serializedObject.FindProperty ("showDebugInfo");
objectUsed = serializedObject.FindProperty ("objectUsed");
numberOfObjectsUsed = serializedObject.FindProperty ("numberOfObjectsUsed");
numberOfObjectsNeeded = serializedObject.FindProperty ("numberOfObjectsNeeded");
currentNumberOfObjectsNeeded = serializedObject.FindProperty ("currentNumberOfObjectsNeeded");
inventoryObjectNeededList = serializedObject.FindProperty ("inventoryObjectNeededList");
unlockFunctionCall = serializedObject.FindProperty ("unlockFunctionCall");
useEventOnUnlockWithDelay = serializedObject.FindProperty ("useEventOnUnlockWithDelay");
delayToActivateEvent = serializedObject.FindProperty ("delayToActivateEvent");
eventOnUnlockWithDelay = serializedObject.FindProperty ("eventOnUnlockWithDelay");
useUnlockEventFromLoadingGame = serializedObject.FindProperty ("useUnlockEventFromLoadingGame");
unlockEventFromLoadingGame = serializedObject.FindProperty ("unlockEventFromLoadingGame");
canUseAndUseInventoryPickupsOnTriggerEnabled = serializedObject.FindProperty ("canUseAndUseInventoryPickupsOnTriggerEnabled");
removeInventoryPickupObjectOnTrigger = serializedObject.FindProperty ("removeInventoryPickupObjectOnTrigger");
deviceStringActionManager = serializedObject.FindProperty ("deviceStringActionManager");
mainAudioSource = serializedObject.FindProperty ("mainAudioSource");
mainCollider = serializedObject.FindProperty ("mainCollider");
manager = (useInventoryObject)target;
}
public override void OnInspectorGUI ()
{
GUILayout.BeginVertical (GUILayout.Height (30));
EditorGUILayout.Space ();
buttonStyle = new GUIStyle (GUI.skin.button);
buttonStyle.fontStyle = FontStyle.Bold;
buttonStyle.fontSize = 12;
GUILayout.BeginVertical ("Main Settings", "window");
EditorGUILayout.PropertyField (canBeReUsed);
EditorGUILayout.PropertyField (useInventoryType);
if (useInventoryType.enumValueIndex == 1) {
EditorGUILayout.PropertyField (useObjectsOneByOneUsingButton);
}
EditorGUILayout.PropertyField (inventoryObjectAction);
EditorGUILayout.PropertyField (disableObjectActionAfterUse);
EditorGUILayout.PropertyField (tagToConfigure);
EditorGUILayout.PropertyField (playerTag);
EditorGUILayout.PropertyField (vehicleTag);
EditorGUILayout.PropertyField (checkPlayerInventoryWhileDriving);
EditorGUILayout.PropertyField (canUseAndUseInventoryPickupsOnTriggerEnabled);
EditorGUILayout.PropertyField (removeInventoryPickupObjectOnTrigger);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Message Settings", "window");
EditorGUILayout.PropertyField (objectUsedMessage);
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (useCustomObjectNotFoundMessage);
if (useCustomObjectNotFoundMessage.boolValue) {
EditorGUILayout.PropertyField (objectNotFoundMessage);
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Object Activated Settings", "window");
EditorGUILayout.PropertyField (enableObjectWhenActivate);
if (enableObjectWhenActivate.boolValue) {
EditorGUILayout.PropertyField (objectToEnable);
}
EditorGUILayout.PropertyField (useAnimation);
if (useAnimation.boolValue) {
EditorGUILayout.PropertyField (objectWithAnimation);
EditorGUILayout.PropertyField (animationName);
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Player Inventory Menu Settings", "window");
EditorGUILayout.PropertyField (openPlayerInventoryMenu);
if (openPlayerInventoryMenu.boolValue) {
EditorGUILayout.PropertyField (setNewInventoryPanel);
EditorGUILayout.PropertyField (defaultInventoryPanelName);
EditorGUILayout.PropertyField (newInventoryPanelName);
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Debug", "window");
EditorGUILayout.PropertyField (showDebugInfo);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Inventory Object State", "window");
GUILayout.Label ("Object Used\t\t\t " + objectUsed.boolValue);
GUILayout.Label ("Number Of Objects Used\t\t " + numberOfObjectsUsed.intValue);
GUILayout.Label ("Number Of Objects Needed\t\t " + numberOfObjectsNeeded.intValue);
GUILayout.Label ("Current Number Of Objects Needed\t " + currentNumberOfObjectsNeeded.intValue);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Inventory Object To Use List", "window");
showInventoryObjectNeededList (inventoryObjectNeededList);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Object Solved Event Settings", "window");
EditorGUILayout.PropertyField (unlockFunctionCall);
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (useEventOnUnlockWithDelay);
if (useEventOnUnlockWithDelay.boolValue) {
EditorGUILayout.PropertyField (delayToActivateEvent);
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (eventOnUnlockWithDelay);
}
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (useUnlockEventFromLoadingGame);
EditorGUILayout.Space ();
if (useUnlockEventFromLoadingGame.boolValue) {
EditorGUILayout.PropertyField (unlockEventFromLoadingGame);
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Debug Settings", "window");
if (GUILayout.Button ("Solve Use Inventory Object (Debug)", buttonStyle)) {
if (Application.isPlaying) {
manager.solveThisInventoryObject ();
}
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Components", "window");
EditorGUILayout.PropertyField (deviceStringActionManager);
EditorGUILayout.PropertyField (mainAudioSource);
EditorGUILayout.PropertyField (mainCollider);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.EndVertical ();
if (GUI.changed) {
serializedObject.ApplyModifiedProperties ();
}
EditorGUILayout.Space ();
}
void showInventoryObjectNeededList (SerializedProperty list)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide Inventory Object Needed List", buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Objects: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Object")) {
manager.addInventoryObjectNeededInfo ();
}
if (GUILayout.Button ("Clear")) {
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++) {
bool expanded = false;
GUILayout.BeginHorizontal ();
GUILayout.BeginHorizontal ("box");
EditorGUILayout.Space ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.BeginVertical ();
SerializedProperty currentElement = list.GetArrayElementAtIndex (i);
string amountValue = " - " + currentElement.FindPropertyRelative ("amountNeeded").intValue;
EditorGUILayout.PropertyField (currentElement, new GUIContent (currentElement.displayName + amountValue), false);
if (currentElement.isExpanded) {
expanded = true;
showInventoryObjectNeededListElementInfo (currentElement, i);
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
EditorGUILayout.Space ();
GUILayout.EndHorizontal ();
if (expanded) {
GUILayout.BeginVertical ();
} else {
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);
}
}
if (expanded) {
GUILayout.EndVertical ();
} else {
GUILayout.EndHorizontal ();
}
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showInventoryObjectNeededListElementInfo (SerializedProperty list, int index)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Main Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectNeeded"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useObjectNeededName"));
if (list.FindPropertyRelative ("useObjectNeededName").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectNeededName"));
}
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useObjectAction"));
if (list.FindPropertyRelative ("useObjectAction").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectAction"));
}
EditorGUILayout.PropertyField (list.FindPropertyRelative ("amountNeeded"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("allowToUseObjectsInfinitely"));
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectUsedMessage"));
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Sound Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useObjectSound"));
if (list.FindPropertyRelative ("useObjectSound").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("usedObjectSound"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("usedObjectAudioElement"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Objects Placed Event Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventOnObjectsPlaced"));
if (list.FindPropertyRelative ("useEventOnObjectsPlaced").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventEachTimeObjectPlaced"));
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventOnObjectsPlaced"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Object State", "window");
GUILayout.Label ("Object Used\t\t\t " + list.FindPropertyRelative ("objectUsed").boolValue);
GUILayout.Label ("Amount Of Objects Used\t\t " + list.FindPropertyRelative ("amountOfObjectsUsed").intValue);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Inventory Objects Info", "window");
showInventoryObjectList (list.FindPropertyRelative ("inventoryObjectNeededList"), index);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Use Inventory Object (Debug)", buttonStyle)) {
if (Application.isPlaying) {
manager.useSingleObjectExternallyByName (list.FindPropertyRelative ("objectNeededName").stringValue);
}
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
void showInventoryObjectList (SerializedProperty list, int index)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide Inventory Object List", buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Objects: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Object")) {
manager.addSubInventoryObjectNeededList (index);
}
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++) {
bool expanded = false;
GUILayout.BeginHorizontal ();
GUILayout.BeginVertical ("box");
if (i < list.arraySize && i >= 0) {
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
if (list.GetArrayElementAtIndex (i).isExpanded) {
expanded = true;
showInventoryObjectListElement (list.GetArrayElementAtIndex (i));
}
}
GUILayout.EndVertical ();
GUILayout.BeginHorizontal ();
if (expanded) {
GUILayout.BeginVertical ();
} else {
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);
}
}
if (expanded) {
GUILayout.EndVertical ();
} else {
GUILayout.EndHorizontal ();
}
GUILayout.EndHorizontal ();
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showInventoryObjectListElement (SerializedProperty list)
{
GUILayout.BeginVertical ("box");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("instantiateObject"));
if (list.FindPropertyRelative ("instantiateObject").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("placeForObject"));
}
EditorGUILayout.PropertyField (list.FindPropertyRelative ("enableObject"));
if (list.FindPropertyRelative ("enableObject").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectToEnable"));
}
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Animation Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useAnimation"));
if (list.FindPropertyRelative ("useAnimation").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectWithAnimation"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("animationName"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Object Placed Event Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventOnObjectPlaced"));
if (list.FindPropertyRelative ("useEventOnObjectPlaced").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventOnObjectPlaced"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Object State", "window");
GUILayout.Label ("Object Activated\t\t " + list.FindPropertyRelative ("objectActivated").boolValue);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
}
#endif