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

364 lines
9.5 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 addMeleeWeaponToCharacterEditor : EditorWindow
{
GUISkin guiSkin;
Rect windowRect = new Rect ();
Event currentEvent;
Vector2 rectSize = new Vector2 (600, 600);
bool weaponAdded;
float timeToBuild = 0.2f;
float timer;
string prefabsPath = "";
GUIStyle style = new GUIStyle ();
float windowHeightPercentage = 0.38f;
Vector2 screenResolution;
playerComponentsManager mainPlayerComponentsManager;
meleeWeaponsGrabbedManager mainMeleeWeaponsGrabbedManager;
public string[] weaponList;
public int weaponIndex;
string newWeaponName;
bool weaponListAssigned;
public bool useCustomWeaponPrefabPath;
public string customWeaponPrefabPath;
public bool useBowWeaponType;
Vector2 scrollPos1;
float maxLayoutWidht = 220;
bool closeWindowAfterAddingObjectToCharacter = true;
[MenuItem ("Game Kit Controller/Add Weapon To Character/Add Melee Weapon To Character", false, 204)]
public static void addMeleeWeaponToCharacter ()
{
GetWindow<addMeleeWeaponToCharacterEditor> ();
}
void OnEnable ()
{
weaponListAssigned = false;
newWeaponName = "";
screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
// Debug.Log (screenResolution + " " + partsHeight + " " + settingsHeight + " " + previewHeight);
float totalHeight = screenResolution.y * windowHeightPercentage;
if (totalHeight < 500) {
totalHeight = 500;
}
rectSize = new Vector2 (600, totalHeight);
prefabsPath = pathInfoValues.getMeleeWeaponObjectPath ();
customWeaponPrefabPath = prefabsPath;
resetCreatorValues ();
checkCurrentWeaponSelected (Selection.activeGameObject);
}
void checkCurrentWeaponSelected (GameObject currentCharacterSelected)
{
if (currentCharacterSelected) {
mainPlayerComponentsManager = currentCharacterSelected.GetComponentInChildren<playerComponentsManager> ();
if (mainPlayerComponentsManager != null) {
mainMeleeWeaponsGrabbedManager = mainPlayerComponentsManager.getMeleeWeaponsGrabbedManager ();
if (!Directory.Exists (prefabsPath)) {
Debug.Log ("WARNING: " + prefabsPath + " path doesn't exist, make sure the path is from an existing folder in the project");
return;
}
string[] search_results = null;
search_results = System.IO.Directory.GetFiles (prefabsPath, "*.prefab");
if (search_results.Length > 0) {
weaponList = new string[search_results.Length];
int currentWeaponIndex = 0;
foreach (string file in search_results) {
//must convert file path to relative-to-unity path (and watch for '\' character between Win/Mac)
GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (file, typeof(GameObject)) as GameObject;
if (currentPrefab) {
string currentWeaponName = currentPrefab.name;
weaponList [currentWeaponIndex] = currentWeaponName;
currentWeaponIndex++;
} else {
Debug.Log ("WARNING: something went wrong when trying to get the prefab in the path " + file);
}
}
weaponListAssigned = true;
} else {
Debug.Log ("Weapon prefab not found in path " + prefabsPath);
weaponList = new string[0];
}
}
}
}
void OnDisable ()
{
resetCreatorValues ();
}
void resetCreatorValues ()
{
if (weaponAdded) {
} else {
}
mainMeleeWeaponsGrabbedManager = null;
weaponAdded = false;
weaponListAssigned = false;
mainPlayerComponentsManager = null;
useCustomWeaponPrefabPath = false;
useBowWeaponType = false;
Debug.Log ("Weapon window closed");
}
void OnGUI ()
{
if (!guiSkin) {
guiSkin = Resources.Load ("GUI") as GUISkin;
}
GUI.skin = guiSkin;
this.minSize = rectSize;
this.titleContent = new GUIContent ("Weapons", null, "Add Melee Weapon To Character");
GUILayout.BeginVertical ("Add Melee Weapon 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 ("Select a weapon from the 'Melee Weapon To Add' list and press the button 'Add Melee Weapon To Character'. \n\n" +
"If not character is selected in the hierarchy, select one and press the button 'Check Current Object Selected'.\n\n", style);
GUILayout.EndHorizontal ();
if (mainMeleeWeaponsGrabbedManager == 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 a weapon to it.", style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Check Current Object Selected")) {
checkCurrentWeaponSelected (Selection.activeGameObject);
}
} else {
if (weaponListAssigned) {
if (weaponList.Length > 0) {
scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
GUILayout.FlexibleSpace ();
EditorGUILayout.Space ();
if (weaponIndex < weaponList.Length) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Weapon To Add", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
weaponIndex = EditorGUILayout.Popup (weaponIndex, weaponList, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
newWeaponName = weaponList [weaponIndex];
}
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Weapon Is Bow Type", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
useBowWeaponType = (bool)EditorGUILayout.Toggle ("", useBowWeaponType);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
showCustomPrefabPathOptions ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Close Wizard Once Weapon Added", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
closeWindowAfterAddingObjectToCharacter = (bool)EditorGUILayout.Toggle ("", closeWindowAfterAddingObjectToCharacter);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
EditorGUILayout.EndScrollView ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Add Melee Weapon To Character")) {
addWeapon ();
}
if (GUILayout.Button ("Cancel")) {
this.Close ();
}
}
} else {
GUILayout.FlexibleSpace ();
EditorGUILayout.Space ();
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 weapons prefabs where found on the path " + prefabsPath, style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
showCustomPrefabPathOptions ();
}
}
GUILayout.EndVertical ();
}
void showCustomPrefabPathOptions ()
{
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Custom Weapon Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
useCustomWeaponPrefabPath = (bool)EditorGUILayout.Toggle ("", useCustomWeaponPrefabPath);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (useCustomWeaponPrefabPath) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Custom Weapon Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
customWeaponPrefabPath = EditorGUILayout.TextField ("", customWeaponPrefabPath);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Check Prefabs On New Path")) {
prefabsPath = customWeaponPrefabPath;
checkCurrentWeaponSelected (Selection.activeGameObject);
}
}
}
void addWeapon ()
{
string pathForWeapon = prefabsPath + newWeaponName + ".prefab";
GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (pathForWeapon, typeof(GameObject)) as GameObject;
if (currentPrefab != null) {
grabPhysicalObjectMeleeAttackSystem currentGrabPhysicalObjectMeleeAttackSystem = currentPrefab.GetComponent<grabPhysicalObjectMeleeAttackSystem> ();
if (currentGrabPhysicalObjectMeleeAttackSystem != null) {
string currentWeaponName = currentGrabPhysicalObjectMeleeAttackSystem.weaponName;
mainMeleeWeaponsGrabbedManager.addNewMeleeWeaponPrefab (currentPrefab, currentWeaponName, useBowWeaponType);
GKC_Utils.updateDirtyScene ("Melee Weapon Added To Character", mainMeleeWeaponsGrabbedManager.gameObject);
Debug.Log ("Weapon " + newWeaponName + " added to character");
}
weaponAdded = true;
} else {
Debug.Log ("WARNING: no prefab found on path " + prefabsPath + newWeaponName);
}
}
void Update ()
{
if (weaponAdded) {
if (timer < timeToBuild) {
timer += 0.01f;
if (timer > timeToBuild) {
timer = 0;
if (closeWindowAfterAddingObjectToCharacter) {
this.Close ();
} else {
OnEnable ();
}
}
}
}
}
}
#endif