add ckg
plantilla base para movimiento básico
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using System.IO;
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using UnityEngine.EventSystems;
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#if UNITY_EDITOR
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using UnityEditor;
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public class addMeleeShieldToCharacterEditor : EditorWindow
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{
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GUISkin guiSkin;
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Rect windowRect = new Rect ();
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Event currentEvent;
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Vector2 rectSize = new Vector2 (600, 600);
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bool shieldAdded;
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float timeToBuild = 0.2f;
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float timer;
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string prefabsPath = "";
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GUIStyle style = new GUIStyle ();
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float windowHeightPercentage = 0.38f;
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Vector2 screenResolution;
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playerComponentsManager mainPlayerComponentsManager;
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meleeWeaponsGrabbedManager mainMeleeWeaponsGrabbedManager;
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public string[] shieldList;
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public int shieldIndex;
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string newshieldName;
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bool shieldListAssigned;
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public bool useCustomShieldPrefabPath;
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public string customShieldPrefabPath;
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Vector2 scrollPos1;
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float maxLayoutWidht = 220;
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bool closeWindowAfterAddingObjectToCharacter = true;
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[MenuItem ("Game Kit Controller/Add Weapon To Character/Add Melee Shield To Character", false, 204)]
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public static void addMeleeShieldToCharacter ()
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{
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GetWindow<addMeleeShieldToCharacterEditor> ();
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}
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void OnEnable ()
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{
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shieldListAssigned = false;
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newshieldName = "";
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screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
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// Debug.Log (screenResolution + " " + partsHeight + " " + settingsHeight + " " + previewHeight);
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float totalHeight = screenResolution.y * windowHeightPercentage;
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if (totalHeight < 500) {
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totalHeight = 500;
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}
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rectSize = new Vector2 (600, totalHeight);
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prefabsPath = pathInfoValues.getMeleeShieldObjectPath ();
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customShieldPrefabPath = prefabsPath;
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resetCreatorValues ();
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checkCurrentShieldSelected (Selection.activeGameObject);
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}
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void checkCurrentShieldSelected (GameObject currentCharacterSelected)
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{
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if (currentCharacterSelected) {
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mainPlayerComponentsManager = currentCharacterSelected.GetComponentInChildren<playerComponentsManager> ();
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if (mainPlayerComponentsManager != null) {
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mainMeleeWeaponsGrabbedManager = mainPlayerComponentsManager.getMeleeWeaponsGrabbedManager ();
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if (!Directory.Exists (prefabsPath)) {
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Debug.Log ("WARNING: " + prefabsPath + " path doesn't exist, make sure the path is from an existing folder in the project");
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return;
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}
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string[] search_results = null;
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search_results = System.IO.Directory.GetFiles (prefabsPath, "*.prefab");
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if (search_results.Length > 0) {
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shieldList = new string[search_results.Length];
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int currentShieldIndex = 0;
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foreach (string file in search_results) {
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//must convert file path to relative-to-unity path (and watch for '\' character between Win/Mac)
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GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (file, typeof(GameObject)) as GameObject;
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if (currentPrefab) {
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string currentShieldName = currentPrefab.name;
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shieldList [currentShieldIndex] = currentShieldName;
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currentShieldIndex++;
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} else {
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Debug.Log ("WARNING: something went wrong when trying to get the prefab in the path " + file);
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}
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}
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shieldListAssigned = true;
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} else {
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Debug.Log ("Shield prefab not found in path " + prefabsPath);
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shieldList = new string[0];
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}
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}
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}
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}
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void OnDisable ()
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{
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resetCreatorValues ();
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}
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void resetCreatorValues ()
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{
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if (shieldAdded) {
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} else {
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}
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mainMeleeWeaponsGrabbedManager = null;
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shieldAdded = false;
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shieldListAssigned = false;
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mainPlayerComponentsManager = null;
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useCustomShieldPrefabPath = false;
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Debug.Log ("Shield window closed");
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}
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void OnGUI ()
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{
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if (!guiSkin) {
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guiSkin = Resources.Load ("GUI") as GUISkin;
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}
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GUI.skin = guiSkin;
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this.minSize = rectSize;
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this.titleContent = new GUIContent ("Shields", null, "Add Melee Shield To Character");
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GUILayout.BeginVertical ("Add Melee Shield To Character", "window");
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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windowRect = GUILayoutUtility.GetLastRect ();
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// windowRect.position = new Vector2 (0, windowRect.position.y);
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windowRect.width = this.maxSize.x;
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GUILayout.BeginHorizontal ();
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EditorGUILayout.HelpBox ("", MessageType.Info);
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style = new GUIStyle (EditorStyles.helpBox);
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style.richText = true;
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style.fontStyle = FontStyle.Bold;
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style.fontSize = 17;
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EditorGUILayout.LabelField ("Select a Shield from the 'Melee Shield To Add' list and press the button 'Add Melee Shield To Character'. \n\n" +
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"If not character is selected in the hierarchy, select one and press the button 'Check Current Object Selected'.\n\n", style);
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GUILayout.EndHorizontal ();
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if (mainMeleeWeaponsGrabbedManager == null) {
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GUILayout.FlexibleSpace ();
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GUILayout.BeginHorizontal ();
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EditorGUILayout.HelpBox ("", MessageType.Warning);
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style = new GUIStyle (EditorStyles.helpBox);
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style.richText = true;
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style.fontStyle = FontStyle.Bold;
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style.fontSize = 17;
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EditorGUILayout.LabelField ("WARNING: No Character was found, make sure to select the player or an " +
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"humanoid AI to add a Shield to it.", style);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Check Current Object Selected")) {
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checkCurrentShieldSelected (Selection.activeGameObject);
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}
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} else {
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if (shieldListAssigned) {
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if (shieldList.Length > 0) {
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scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
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GUILayout.FlexibleSpace ();
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EditorGUILayout.Space ();
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if (shieldIndex < shieldList.Length) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Shield To Add", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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shieldIndex = EditorGUILayout.Popup (shieldIndex, shieldList, GUILayout.ExpandWidth (true));
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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newshieldName = shieldList [shieldIndex];
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}
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EditorGUILayout.Space ();
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showCustomPrefabPathOptions ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Close Wizard Once Shield Added", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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closeWindowAfterAddingObjectToCharacter = (bool)EditorGUILayout.Toggle ("", closeWindowAfterAddingObjectToCharacter);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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EditorGUILayout.EndScrollView ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Add Melee Shield To Character")) {
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addShield ();
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}
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if (GUILayout.Button ("Cancel")) {
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this.Close ();
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}
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}
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} else {
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GUILayout.FlexibleSpace ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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EditorGUILayout.HelpBox ("", MessageType.Warning);
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style = new GUIStyle (EditorStyles.helpBox);
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style.richText = true;
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style.fontStyle = FontStyle.Bold;
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style.fontSize = 17;
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EditorGUILayout.LabelField ("WARNING: No Shields prefabs where found on the path " + prefabsPath, style);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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showCustomPrefabPathOptions ();
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}
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}
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GUILayout.EndVertical ();
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}
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void showCustomPrefabPathOptions ()
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{
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Use Custom Shield Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useCustomShieldPrefabPath = (bool)EditorGUILayout.Toggle ("", useCustomShieldPrefabPath);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (useCustomShieldPrefabPath) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Custom Shield Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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customShieldPrefabPath = EditorGUILayout.TextField ("", customShieldPrefabPath);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Check Prefabs On New Path")) {
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prefabsPath = customShieldPrefabPath;
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checkCurrentShieldSelected (Selection.activeGameObject);
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}
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}
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}
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void addShield ()
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{
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string pathForShield = prefabsPath + "/" + newshieldName + ".prefab";
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GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (pathForShield, typeof(GameObject)) as GameObject;
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if (currentPrefab != null) {
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string currentShieldName = currentPrefab.name;
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mainMeleeWeaponsGrabbedManager.addNewMeleeShieldPrefab (currentPrefab, currentShieldName);
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GKC_Utils.updateDirtyScene ("Melee Shield Added To Character", mainMeleeWeaponsGrabbedManager.gameObject);
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Debug.Log ("Shield " + newshieldName + " added to character");
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shieldAdded = true;
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} else {
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Debug.Log ("WARNING: no prefab found on path " + prefabsPath + newshieldName);
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}
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}
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void Update ()
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{
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if (shieldAdded) {
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if (timer < timeToBuild) {
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timer += 0.01f;
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if (timer > timeToBuild) {
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timer = 0;
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if (closeWindowAfterAddingObjectToCharacter) {
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this.Close ();
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} else {
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OnEnable ();
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}
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}
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}
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}
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}
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}
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#endif
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