358 lines
10 KiB
C#
358 lines
10 KiB
C#
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 AddNewActionSystemToCharacterCreatorEditor : 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 (660, 600);
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bool actionAdded;
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float timeToBuild = 0.2f;
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float timer;
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string prefabsPath = "";
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playerActionSystem currentPlayerActionSystem;
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public string actionSystemCategoryName = "Others";
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public string actionSystemName;
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public float actionSystemDuration;
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public float actionSystemSpeed = 1;
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public bool useActionSystemID;
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public int actionSystemID;
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public string actionSystemAnimationName;
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public bool useCustomPrefabPath;
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public string customPrefabPath;
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public GameObject currentActionSystemPrefab;
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bool actionSystemAssigned;
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GUIStyle style = new GUIStyle ();
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GUIStyle labelStyle = new GUIStyle ();
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float windowHeightPercentage = 0.6f;
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Vector2 screenResolution;
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Vector2 scrollPos1;
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float maxLayoutWidht = 220;
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[MenuItem ("Game Kit Controller/Add Action System To Character", false, 25)]
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public static void addActionSystemToCharacter ()
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{
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GetWindow<AddNewActionSystemToCharacterCreatorEditor> ();
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}
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void OnEnable ()
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{
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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 < 600) {
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totalHeight = 600;
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}
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rectSize = new Vector2 (660, totalHeight);
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prefabsPath = pathInfoValues.getRegularActionSystemPrefabPath ();
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customPrefabPath = prefabsPath;
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resetCreatorValues ();
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checkCurrentObjectSelected (Selection.activeGameObject);
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}
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void checkCurrentObjectSelected (GameObject currentCharacterSelected)
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{
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if (currentCharacterSelected != null) {
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playerComponentsManager currentPlayerComponentsManager = currentCharacterSelected.GetComponentInChildren<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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currentPlayerActionSystem = currentPlayerComponentsManager.getPlayerActionSystem ();
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if (currentPlayerActionSystem != null) {
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actionSystemAssigned = true;
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currentActionSystemPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (prefabsPath, typeof(GameObject)) as GameObject;
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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 (actionAdded) {
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} else {
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}
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currentPlayerActionSystem = null;
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actionAdded = false;
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actionSystemAssigned = false;
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actionSystemCategoryName = "Others";
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actionSystemName = "";
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actionSystemDuration = 0;
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actionSystemSpeed = 1;
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useActionSystemID = false;
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actionSystemID = 0;
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actionSystemAnimationName = "";
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useCustomPrefabPath = false;
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Debug.Log ("Action 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 ("Actions", null, "Add New Action System To Character");
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GUILayout.BeginVertical ("Add New Action System 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 ("Configure the settings of the new action and press the button 'Add New Action 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" +
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"Once the action info is configured and created, remember to go to the character animator and configure the animation state on it, " +
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"along its transitions and conditions values.", style);
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GUILayout.EndHorizontal ();
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if (currentPlayerActionSystem == 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 an action 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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checkCurrentObjectSelected (Selection.activeGameObject);
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}
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} else {
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if (actionSystemAssigned) {
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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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labelStyle.fontStyle = FontStyle.Bold;
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EditorGUILayout.LabelField ("ACTION SYSTEM INFO", labelStyle);
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action Category Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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actionSystemCategoryName = (string)EditorGUILayout.TextField ("", actionSystemCategoryName);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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actionSystemName = (string)EditorGUILayout.TextField ("", actionSystemName);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action Duration", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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actionSystemDuration = (float)EditorGUILayout.FloatField ("", actionSystemDuration);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action Speed", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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actionSystemSpeed = (float)EditorGUILayout.FloatField ("", actionSystemSpeed);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Use Action ID", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useActionSystemID = (bool)EditorGUILayout.Toggle (useActionSystemID);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (useActionSystemID) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action ID", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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actionSystemID = (int)EditorGUILayout.IntField (actionSystemID);
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GUILayout.EndHorizontal ();
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} else {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action Animation Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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actionSystemAnimationName = (string)EditorGUILayout.TextField (actionSystemAnimationName);
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GUILayout.EndHorizontal ();
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}
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Action System Prefab", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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currentActionSystemPrefab = EditorGUILayout.ObjectField (currentActionSystemPrefab, typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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showCustomPrefabPathOptions ();
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EditorGUILayout.EndScrollView ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Add New Action To Character")) {
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addActionSystem ();
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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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}
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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 Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useCustomPrefabPath = (bool)EditorGUILayout.Toggle ("", useCustomPrefabPath);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (useCustomPrefabPath) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Custom Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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customPrefabPath = EditorGUILayout.TextField ("", customPrefabPath);
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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 = customPrefabPath;
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checkCurrentObjectSelected (Selection.activeGameObject);
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}
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}
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}
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void addActionSystem ()
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{
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if (currentActionSystemPrefab != null) {
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GameObject actionSystemObject = (GameObject)Instantiate (currentActionSystemPrefab, Vector3.zero, Quaternion.identity);
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actionSystemObject.name = actionSystemName;
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actionSystemObject.transform.SetParent (currentPlayerActionSystem.transform);
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actionSystemObject.transform.localPosition = Vector3.zero;
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actionSystemObject.transform.localRotation = Quaternion.identity;
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actionSystem currentActionSystem = actionSystemObject.GetComponent<actionSystem> ();
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if (currentActionSystem != null) {
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currentActionSystem.addNewActionFromEditor (actionSystemName, actionSystemDuration, actionSystemSpeed,
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useActionSystemID, actionSystemID, actionSystemAnimationName);
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if (currentPlayerActionSystem.addNewActionFromEditor (currentActionSystem, actionSystemCategoryName, actionSystemName, true, "")) {
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Debug.Log ("Action System created and adjusted to character properly");
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} else {
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Debug.Log ("Action System not created properly, check the player action system component on the character selected");
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}
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GKC_Utils.setActiveGameObjectInEditor (currentPlayerActionSystem.gameObject);
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}
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} else {
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Debug.Log ("WARNING: no prefab found on path " + prefabsPath);
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}
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actionAdded = true;
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}
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void Update ()
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{
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if (actionAdded) {
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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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this.Close ();
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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 |