Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Editor/AddNewActionSystemToCharacterCreatorEditor.cs
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

358 lines
10 KiB
C#

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 AddNewActionSystemToCharacterCreatorEditor : EditorWindow
{
GUISkin guiSkin;
Rect windowRect = new Rect ();
Event currentEvent;
Vector2 rectSize = new Vector2 (660, 600);
bool actionAdded;
float timeToBuild = 0.2f;
float timer;
string prefabsPath = "";
playerActionSystem currentPlayerActionSystem;
public string actionSystemCategoryName = "Others";
public string actionSystemName;
public float actionSystemDuration;
public float actionSystemSpeed = 1;
public bool useActionSystemID;
public int actionSystemID;
public string actionSystemAnimationName;
public bool useCustomPrefabPath;
public string customPrefabPath;
public GameObject currentActionSystemPrefab;
bool actionSystemAssigned;
GUIStyle style = new GUIStyle ();
GUIStyle labelStyle = new GUIStyle ();
float windowHeightPercentage = 0.6f;
Vector2 screenResolution;
Vector2 scrollPos1;
float maxLayoutWidht = 220;
[MenuItem ("Game Kit Controller/Add Action System To Character", false, 25)]
public static void addActionSystemToCharacter ()
{
GetWindow<AddNewActionSystemToCharacterCreatorEditor> ();
}
void OnEnable ()
{
screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
// Debug.Log (screenResolution + " " + partsHeight + " " + settingsHeight + " " + previewHeight);
float totalHeight = screenResolution.y * windowHeightPercentage;
if (totalHeight < 600) {
totalHeight = 600;
}
rectSize = new Vector2 (660, totalHeight);
prefabsPath = pathInfoValues.getRegularActionSystemPrefabPath ();
customPrefabPath = prefabsPath;
resetCreatorValues ();
checkCurrentObjectSelected (Selection.activeGameObject);
}
void checkCurrentObjectSelected (GameObject currentCharacterSelected)
{
if (currentCharacterSelected != null) {
playerComponentsManager currentPlayerComponentsManager = currentCharacterSelected.GetComponentInChildren<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
if (currentPlayerActionSystem != null) {
actionSystemAssigned = true;
currentActionSystemPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (prefabsPath, typeof(GameObject)) as GameObject;
}
}
}
}
void OnDisable ()
{
resetCreatorValues ();
}
void resetCreatorValues ()
{
if (actionAdded) {
} else {
}
currentPlayerActionSystem = null;
actionAdded = false;
actionSystemAssigned = false;
actionSystemCategoryName = "Others";
actionSystemName = "";
actionSystemDuration = 0;
actionSystemSpeed = 1;
useActionSystemID = false;
actionSystemID = 0;
actionSystemAnimationName = "";
useCustomPrefabPath = false;
Debug.Log ("Action window closed");
}
void OnGUI ()
{
if (!guiSkin) {
guiSkin = Resources.Load ("GUI") as GUISkin;
}
GUI.skin = guiSkin;
this.minSize = rectSize;
this.titleContent = new GUIContent ("Actions", null, "Add New Action System To Character");
GUILayout.BeginVertical ("Add New Action System To Character", "window");
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
windowRect = GUILayoutUtility.GetLastRect ();
// windowRect.position = new Vector2 (0, windowRect.position.y);
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 ("Configure the settings of the new action and press the button 'Add New Action To Character'. \n\n" +
"If not character is selected in the hierarchy, select one and press the button 'Check Current Object Selected'.\n\n" +
"Once the action info is configured and created, remember to go to the character animator and configure the animation state on it, " +
"along its transitions and conditions values.", style);
GUILayout.EndHorizontal ();
if (currentPlayerActionSystem == null) {
GUILayout.FlexibleSpace ();
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("", MessageType.Warning);
style = new GUIStyle (EditorStyles.helpBox);
style.richText = true;
style.fontStyle = FontStyle.Bold;
style.fontSize = 17;
EditorGUILayout.LabelField ("WARNING: No Character was found, make sure to select the player or an " +
"humanoid AI to add an action to it.", style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Check Current Object Selected")) {
checkCurrentObjectSelected (Selection.activeGameObject);
}
} else {
if (actionSystemAssigned) {
scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
GUILayout.FlexibleSpace ();
EditorGUILayout.Space ();
labelStyle.fontStyle = FontStyle.Bold;
EditorGUILayout.LabelField ("ACTION SYSTEM INFO", labelStyle);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action Category Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
actionSystemCategoryName = (string)EditorGUILayout.TextField ("", actionSystemCategoryName);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
actionSystemName = (string)EditorGUILayout.TextField ("", actionSystemName);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action Duration", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
actionSystemDuration = (float)EditorGUILayout.FloatField ("", actionSystemDuration);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action Speed", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
actionSystemSpeed = (float)EditorGUILayout.FloatField ("", actionSystemSpeed);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Action ID", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
useActionSystemID = (bool)EditorGUILayout.Toggle (useActionSystemID);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (useActionSystemID) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action ID", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
actionSystemID = (int)EditorGUILayout.IntField (actionSystemID);
GUILayout.EndHorizontal ();
} else {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action Animation Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
actionSystemAnimationName = (string)EditorGUILayout.TextField (actionSystemAnimationName);
GUILayout.EndHorizontal ();
}
GUILayout.BeginHorizontal ();
GUILayout.Label ("Action System Prefab", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
currentActionSystemPrefab = EditorGUILayout.ObjectField (currentActionSystemPrefab, typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
showCustomPrefabPathOptions ();
EditorGUILayout.EndScrollView ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Add New Action To Character")) {
addActionSystem ();
}
if (GUILayout.Button ("Cancel")) {
this.Close ();
}
}
}
GUILayout.EndVertical ();
}
void showCustomPrefabPathOptions ()
{
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Custom Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
useCustomPrefabPath = (bool)EditorGUILayout.Toggle ("", useCustomPrefabPath);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (useCustomPrefabPath) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Custom Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
customPrefabPath = EditorGUILayout.TextField ("", customPrefabPath);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Check Prefabs On New Path")) {
prefabsPath = customPrefabPath;
checkCurrentObjectSelected (Selection.activeGameObject);
}
}
}
void addActionSystem ()
{
if (currentActionSystemPrefab != null) {
GameObject actionSystemObject = (GameObject)Instantiate (currentActionSystemPrefab, Vector3.zero, Quaternion.identity);
actionSystemObject.name = actionSystemName;
actionSystemObject.transform.SetParent (currentPlayerActionSystem.transform);
actionSystemObject.transform.localPosition = Vector3.zero;
actionSystemObject.transform.localRotation = Quaternion.identity;
actionSystem currentActionSystem = actionSystemObject.GetComponent<actionSystem> ();
if (currentActionSystem != null) {
currentActionSystem.addNewActionFromEditor (actionSystemName, actionSystemDuration, actionSystemSpeed,
useActionSystemID, actionSystemID, actionSystemAnimationName);
if (currentPlayerActionSystem.addNewActionFromEditor (currentActionSystem, actionSystemCategoryName, actionSystemName, true, "")) {
Debug.Log ("Action System created and adjusted to character properly");
} else {
Debug.Log ("Action System not created properly, check the player action system component on the character selected");
}
GKC_Utils.setActiveGameObjectInEditor (currentPlayerActionSystem.gameObject);
}
} else {
Debug.Log ("WARNING: no prefab found on path " + prefabsPath);
}
actionAdded = true;
}
void Update ()
{
if (actionAdded) {
if (timer < timeToBuild) {
timer += 0.01f;
if (timer > timeToBuild) {
timer = 0;
this.Close ();
}
}
}
}
}
#endif