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

701 lines
22 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 addNewGenericModelToControllerEditor : EditorWindow
{
GUISkin guiSkin;
Rect windowRect = new Rect ();
Event currentEvent;
Vector2 rectSize = new Vector2 (550, 460);
float timeToBuild = 0.2f;
float timer;
GUIStyle style = new GUIStyle ();
float windowHeightPercentage = 0.42f;
Vector2 screenResolution;
playerComponentsManager mainPlayerComponentsManager;
customCharacterControllerManager mainCustomCharacterControllerManager;
public GameObject newGenericModel;
public string newGenericName;
public Avatar genericModelAvatar;
public RuntimeAnimatorController originalAnimatorController;
public GameObject temporalCharacterCreated;
public bool characterIsAI;
bool componentsLocated;
bool characterAdded;
bool customizatingCharacterSettingsActive;
bool addGenericCharacterPrefab;
bool usePrefabList;
GameObject genericCharacterPrefab;
public string[] prefabList;
public int prefabIndex;
string newPrefabName;
bool prefabListAssigned;
string prefabsPath = "";
string characterPrefabPath;
string AITemplatePath;
string AITemplatePrefabName;
customCharacterControllerBaseBuilder currentCustomCharacterControllerBaseBuilder;
GameObject newCustomCharacterControllerCreatedGameObject;
buildPlayer.settingsInfo currentSettingsInfo;
buildPlayer.settingsInfoCategory currentSettingsInfoCategory;
Vector2 scrollPos1;
float maxLayoutWidht = 220;
[MenuItem ("Game Kit Controller/Generic Models/Add New Generic Model To Controller", false, 2)]
public static void addNewGenericModelToController ()
{
GetWindow<addNewGenericModelToControllerEditor> ();
}
void OnEnable ()
{
prefabListAssigned = false;
newPrefabName = "";
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 (550, totalHeight);
prefabsPath = pathInfoValues.getGenericCharacterPrefabsPath ();
resetCreatorValues ();
checkCurrentCharacterSelected (Selection.activeGameObject);
}
void checkCurrentCharacterSelected (GameObject currentCharacterSelected)
{
if (currentCharacterSelected != null) {
mainPlayerComponentsManager = currentCharacterSelected.GetComponentInChildren<playerComponentsManager> ();
if (mainPlayerComponentsManager != null) {
mainCustomCharacterControllerManager = mainPlayerComponentsManager.getCustomCharacterControllerManager ();
if (mainCustomCharacterControllerManager != null) {
componentsLocated = true;
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) {
prefabList = new string[search_results.Length];
int currentPrefabIndex = 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 currentPrefabName = currentPrefab.name;
prefabList [currentPrefabIndex] = currentPrefabName;
currentPrefabIndex++;
} else {
Debug.Log ("WARNING: something went wrong when trying to get the prefab in the path " + file);
}
}
prefabListAssigned = true;
} else {
Debug.Log ("Prefab not found in path " + prefabsPath);
prefabList = new string[0];
}
}
}
}
}
void OnDisable ()
{
resetCreatorValues ();
}
void resetCreatorValues ()
{
if (!characterAdded) {
if (temporalCharacterCreated != null) {
Debug.Log ("Wizard closed without adding new generic model and temporal character instantiated, removing temporal object");
DestroyImmediate (temporalCharacterCreated);
}
}
newGenericModel = null;
newGenericName = "";
genericModelAvatar = null;
originalAnimatorController = null;
mainCustomCharacterControllerManager = null;
mainPlayerComponentsManager = null;
componentsLocated = false;
characterAdded = false;
customizatingCharacterSettingsActive = false;
characterIsAI = false;
prefabListAssigned = false;
addGenericCharacterPrefab = false;
usePrefabList = false;
temporalCharacterCreated = null;
newCustomCharacterControllerCreatedGameObject = null;
Debug.Log ("Generic Model window closed");
}
void OnGUI ()
{
if (!guiSkin) {
guiSkin = Resources.Load ("GUI") as GUISkin;
}
GUI.skin = guiSkin;
this.minSize = rectSize;
this.titleContent = new GUIContent ("Generic", null, "Add Generic Model To Controller");
GUILayout.BeginVertical ("Add Generic Model To Controller", "window");
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
windowRect = GUILayoutUtility.GetLastRect ();
// windowRect.position = new Vector2 (0, windowRect.position.y);
windowRect.width = this.maxSize.x;
if (customizatingCharacterSettingsActive) {
style.fontStyle = FontStyle.Bold;
style.fontSize = 26;
style.alignment = TextAnchor.MiddleCenter;
if (currentCustomCharacterControllerBaseBuilder != null) {
if (currentCustomCharacterControllerBaseBuilder.settingsInfoCategoryList.Count > 0) {
style.normal.textColor = Color.white;
style.fontStyle = FontStyle.Bold;
style.alignment = TextAnchor.MiddleCenter;
style.fontSize = 18;
GUILayout.Label ("Character Settings Info List", style);
GUILayout.BeginVertical ("", "window");
scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
for (int i = 0; i < currentCustomCharacterControllerBaseBuilder.settingsInfoCategoryList.Count; i++) {
EditorGUILayout.Space ();
currentSettingsInfoCategory = currentCustomCharacterControllerBaseBuilder.settingsInfoCategoryList [i];
GUILayout.BeginHorizontal (GUILayout.Width (450));
GUILayout.Label (currentSettingsInfoCategory.Name.ToUpper (), style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int j = 0; j < currentSettingsInfoCategory.settingsInfoList.Count; j++) {
currentSettingsInfo = currentSettingsInfoCategory.settingsInfoList [j];
if (currentSettingsInfo.settingEnabled) {
GUILayout.BeginHorizontal (GUILayout.Width (450));
GUILayout.Label (currentSettingsInfo.Name, EditorStyles.boldLabel);
if (currentSettingsInfo.useBoolState) {
currentSettingsInfo.boolState = (bool)EditorGUILayout.Toggle ("", currentSettingsInfo.boolState);
}
if (currentSettingsInfo.useFloatValue) {
currentSettingsInfo.floatValue = (float)EditorGUILayout.FloatField ("", currentSettingsInfo.floatValue);
}
if (currentSettingsInfo.useStringValue) {
currentSettingsInfo.stringValue = (string)EditorGUILayout.TextField ("", currentSettingsInfo.stringValue);
}
if (currentSettingsInfo.useVector3Value) {
currentSettingsInfo.vector3Value = (Vector3)EditorGUILayout.Vector3Field ("", currentSettingsInfo.vector3Value);
}
if (currentSettingsInfo.useRegularValue) {
currentSettingsInfo.regularValue = (bool)EditorGUILayout.Toggle ("", currentSettingsInfo.regularValue);
}
GUILayout.EndHorizontal ();
if (currentSettingsInfo.useFieldExplanation) {
GUILayout.BeginHorizontal (GUILayout.Width (450));
EditorGUILayout.HelpBox (currentSettingsInfo.fieldExplanation, MessageType.None);
GUILayout.EndHorizontal ();
}
}
}
EditorGUILayout.Space ();
EditorGUILayout.Space ();
}
EditorGUILayout.Space ();
EditorGUILayout.EndScrollView ();
GUILayout.EndVertical ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Apply Settings")) {
currentCustomCharacterControllerBaseBuilder.adjustSettings ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Close")) {
this.Close ();
}
} else {
this.Close ();
}
} else {
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 generic model elements and press the button 'Create Character'. \n\n" +
"If not character is selected in the hierarchy, select one and press the button 'Check Current Object Selected'.\n\n" +
"This process is the same on Player or AI, make sure to select the character (player or AI) on the hierarchy to add a generic model to it.", style);
GUILayout.EndHorizontal ();
if (mainCustomCharacterControllerManager == 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 " +
"AI to add new generic model to it.", style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Check Current Object Selected")) {
checkCurrentCharacterSelected (Selection.activeGameObject);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Add Enemy AI Prefab In Scene For Generic Model")) {
addAIPrefabToConfigureNewGenericModel (true, false);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Add Friend AI Prefab In Scene For Generic Model")) {
addAIPrefabToConfigureNewGenericModel (false, false);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Add Neutral AI Prefab In Scene For Generic Model")) {
addAIPrefabToConfigureNewGenericModel (false, true);
}
} else {
if (componentsLocated) {
GUILayout.FlexibleSpace ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("box");
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Generic Character Prefab", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
addGenericCharacterPrefab = (bool)EditorGUILayout.Toggle ("", addGenericCharacterPrefab, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Character Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
newGenericName = (string)EditorGUILayout.TextField (newGenericName, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (addGenericCharacterPrefab) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Prefab List", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
usePrefabList = (bool)EditorGUILayout.Toggle (usePrefabList);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (usePrefabList) {
if (prefabListAssigned) {
if (prefabList.Length > 0) {
GUILayout.FlexibleSpace ();
EditorGUILayout.Space ();
if (prefabIndex < prefabList.Length) {
prefabIndex = EditorGUILayout.Popup ("Generic Model Prefab", prefabIndex, prefabList);
newPrefabName = prefabList [prefabIndex];
}
}
}
} else {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Generic Character Prefab", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
genericCharacterPrefab = EditorGUILayout.ObjectField (genericCharacterPrefab, typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
}
} else {
windowRect = GUILayoutUtility.GetLastRect ();
// windowRect.position = new Vector2 (0, windowRect.position.y);
windowRect.width = this.maxSize.x;
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Generic Model", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
newGenericModel = EditorGUILayout.ObjectField (newGenericModel, typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Generic Avatar", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
genericModelAvatar = EditorGUILayout.ObjectField (genericModelAvatar, typeof(Avatar), true, GUILayout.ExpandWidth (true)) as Avatar;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Animator Controller", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
originalAnimatorController = EditorGUILayout.ObjectField (originalAnimatorController, typeof(RuntimeAnimatorController), true, GUILayout.ExpandWidth (true)) as RuntimeAnimatorController;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
}
GUILayout.BeginHorizontal ();
GUILayout.Label ("Character is AI", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
characterIsAI = (bool)EditorGUILayout.Toggle (characterIsAI, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.EndVertical ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Cancel")) {
this.Close ();
}
string textButton = "Create Character";
if (addGenericCharacterPrefab) {
textButton = "Add Character";
}
if (GUILayout.Button (textButton)) {
if (addGenericCharacterPrefab) {
if (usePrefabList) {
if (prefabListAssigned) {
addCharacter ();
return;
} else {
Debug.Log ("WARNING: Not all elements for the new character have been assigned, make sure to add the proper fileds to it");
}
} else {
if (genericCharacterPrefab != null &&
newGenericName != "") {
addCharacter ();
return;
} else {
Debug.Log ("WARNING: Not all elements for the new character have been assigned, make sure to add the proper fileds to it");
}
}
} else {
if (newGenericModel != null &&
originalAnimatorController != null &&
genericModelAvatar != null &&
newGenericName != "") {
addCharacter ();
return;
} else {
Debug.Log ("WARNING: Not all elements for the new character have been assigned, make sure to add the proper fileds to it");
}
}
}
GUILayout.EndHorizontal ();
}
}
}
GUILayout.EndVertical ();
}
void addAIPrefabToConfigureNewGenericModel (bool AIIsEnemy, bool isNeutral)
{
characterPrefabPath = pathInfoValues.getMainPrefabsFolderPath ();
AITemplatePath = pathInfoValues.getMainAIPrefabSubFolderPath ();
AITemplatePrefabName = pathInfoValues.getMainAIPrefabName ();
string characterName = AITemplatePrefabName;
string prefabPath = characterPrefabPath + AITemplatePath;
prefabPath += characterName;
prefabPath += ".prefab";
GameObject newCharacterPrefabObject = (GameObject)AssetDatabase.LoadAssetAtPath (prefabPath, typeof(GameObject));
if (newCharacterPrefabObject != null) {
GameObject newCharacterObject = GameObject.Instantiate (newCharacterPrefabObject, Vector3.zero, Quaternion.identity) as GameObject;
newCustomCharacterControllerCreatedGameObject = newCharacterObject;
newCharacterObject.name = newCharacterPrefabObject.name;
checkCurrentCharacterSelected (newCharacterObject);
temporalCharacterCreated = newCharacterObject;
buildPlayer currentBuildPlayer = newCharacterObject.GetComponent<buildPlayer> ();
if (currentBuildPlayer != null) {
currentBuildPlayer.setCharacterValuesAndAdjustSettingsExternally (false, true, AIIsEnemy, isNeutral, "Combat", false,
false, false, false);
}
} else {
Debug.Log ("Prefab on path " + prefabPath + " not found");
}
}
void addCharacter ()
{
if (addGenericCharacterPrefab) {
customCharacterControllerBase currentCustomCharacterControllerBase = null;
if (usePrefabList) {
string pathForObject = prefabsPath + newPrefabName + ".prefab";
GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (pathForObject, typeof(GameObject)) as GameObject;
if (currentPrefab != null) {
currentCustomCharacterControllerBase = currentPrefab.GetComponent<customCharacterControllerBase> ();
}
} else {
currentCustomCharacterControllerBase = genericCharacterPrefab.GetComponent<customCharacterControllerBase> ();
}
if (currentCustomCharacterControllerBase != null) {
currentCustomCharacterControllerBase.setAIValues = characterIsAI;
mainCustomCharacterControllerManager.addNewCustomCharacterControllerToSpawn (currentCustomCharacterControllerBase.gameObject, newGenericName);
if (mainCustomCharacterControllerManager != null) {
GKC_Utils.setActiveGameObjectInEditor (mainCustomCharacterControllerManager.gameObject);
}
}
} else {
GameObject newCustomCharacterObject = (GameObject)Instantiate (mainCustomCharacterControllerManager.customCharacterPrefab,
Vector3.zero, Quaternion.identity, mainCustomCharacterControllerManager.transform);
newCustomCharacterObject.transform.localPosition = Vector3.zero;
newCustomCharacterObject.transform.localRotation = Quaternion.identity;
newCustomCharacterObject.name = "Custom Character Controller " + newGenericName;
customCharacterControllerBase currentCustomCharacterControllerBase = newCustomCharacterObject.GetComponent<customCharacterControllerBase> ();
GameObject genericModelCreated = (GameObject)Instantiate (newGenericModel, Vector3.zero, Quaternion.identity, currentCustomCharacterControllerBase.gameObject.transform);
genericModelCreated.transform.localPosition = Vector3.zero;
genericModelCreated.transform.localRotation = Quaternion.identity;
Animator genericModelAnimator = genericModelCreated.GetComponent<Animator> ();
genericModelAnimator.enabled = false;
currentCustomCharacterControllerBase.originalAnimatorController = originalAnimatorController;
currentCustomCharacterControllerBase.originalAvatar = genericModelAvatar;
currentCustomCharacterControllerBase.characterGameObject = genericModelCreated;
currentCustomCharacterControllerBase.characterMeshesList.Add (genericModelCreated);
genericModelCreated.SetActive (false);
currentCustomCharacterControllerBase.setNewCameraStates = true;
currentCustomCharacterControllerBase.newCameraStateThirdPerson = newGenericName + " View Third Person";
currentCustomCharacterControllerBase.newCameraStateFirstPerson = newGenericName + " View First Person";
currentCustomCharacterControllerBase.customRagdollInfoName = newGenericName + " Ragdoll";
playerController mainPlayerController = mainPlayerComponentsManager.getPlayerController ();
currentCustomCharacterControllerBase.mainAnimator = mainPlayerController.getCharacterAnimator ();
currentCustomCharacterControllerBase.setAIValues = characterIsAI;
mainCustomCharacterControllerManager.addNewCustomCharacterController (currentCustomCharacterControllerBase, newGenericName);
genericRagdollBuilder currentGenericRagdollBuilder = newCustomCharacterObject.GetComponent<genericRagdollBuilder> ();
if (currentGenericRagdollBuilder != null) {
currentGenericRagdollBuilder.ragdollName = newGenericName + " Ragdoll";
currentGenericRagdollBuilder.characterBody = currentCustomCharacterControllerBase.characterGameObject;
currentGenericRagdollBuilder.mainRagdollActivator = mainPlayerComponentsManager.getRagdollActivator ();
GKC_Utils.updateComponent (currentGenericRagdollBuilder);
GKC_Utils.updateDirtyScene ("Update Generic Ragdoll elements", currentGenericRagdollBuilder.gameObject);
}
followObjectPositionSystem currentFollowObjectPositionSystem = newCustomCharacterObject.GetComponentInChildren<followObjectPositionSystem> ();
if (currentFollowObjectPositionSystem != null) {
currentFollowObjectPositionSystem.setObjectToFollowFromEditor (mainPlayerController.transform);
GKC_Utils.updateComponent (currentFollowObjectPositionSystem);
GKC_Utils.updateDirtyScene ("Update Follow Object Position elements", currentFollowObjectPositionSystem.gameObject);
}
newCustomCharacterControllerCreatedGameObject = newCustomCharacterObject;
if (newCustomCharacterControllerCreatedGameObject != null) {
GKC_Utils.setActiveGameObjectInEditor (newCustomCharacterControllerCreatedGameObject);
}
}
characterAdded = true;
}
void Update ()
{
if (characterAdded && !customizatingCharacterSettingsActive) {
if (timer < timeToBuild) {
timer += 0.01f;
if (timer > timeToBuild) {
timer = 0;
customizatingCharacterSettingsActive = true;
if (newCustomCharacterControllerCreatedGameObject != null) {
currentCustomCharacterControllerBaseBuilder = newCustomCharacterControllerCreatedGameObject.GetComponent<customCharacterControllerBaseBuilder> ();
}
Repaint ();
}
}
}
}
}
#endif