364 lines
9.5 KiB
C#
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 |