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

333 lines
9.3 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 addSliceSystemToCharacterCreatorEditor : EditorWindow
{
GUISkin guiSkin;
Rect windowRect = new Rect ();
Vector2 rectSize = new Vector2 (550, 600);
bool sliceSystemAdded;
float timeToBuild = 0.2f;
float timer;
GUIStyle style = new GUIStyle ();
float windowHeightPercentage = 0.5f;
Vector2 screenResolution;
playerController currentPlayerController;
bool characterSelected;
string prefabsPath = "";
string sliceRagdollName = "Ragdoll (With Slice System)";
public GameObject currentRagdollPrefab;
public Material sliceMaterial;
public GameObject characterMeshForRagdollPrefab;
public bool setTagOnSkeletonRigidbodies = true;
public string tagOnSkeletonRigidbodies = "box";
bool ragdollPrefabCreated;
float maxLayoutWidht = 250;
[MenuItem ("Game Kit Controller/Add Slice System To Character", false, 24)]
public static void addSliceSystemToCharacter ()
{
GetWindow<addSliceSystemToCharacterCreatorEditor> ();
}
void OnEnable ()
{
screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
// Debug.Log (screenResolution + " " + partsHeight + " " + settingsHeight + " " + previewHeight);
float totalHeight = screenResolution.y * windowHeightPercentage;
if (totalHeight < 400) {
totalHeight = 400;
}
rectSize = new Vector2 (550, totalHeight);
resetCreatorValues ();
prefabsPath = pathInfoValues.getSliceObjectsPrefabsPath ();
checkCurrentCharacterSelected (Selection.activeGameObject);
}
void checkCurrentCharacterSelected (GameObject currentCharacterSelected)
{
if (currentCharacterSelected) {
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 pathForRagdoll = prefabsPath + "/" + sliceRagdollName + ".prefab";
currentRagdollPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (pathForRagdoll, typeof(GameObject)) as GameObject;
currentPlayerController = currentCharacterSelected.GetComponentInChildren<playerController> ();
if (currentPlayerController != null) {
Debug.Log ("Character Selected on creator opened");
characterSelected = true;
} else {
characterSelected = false;
Debug.Log ("No Character Selected on creator opened");
}
}
}
void OnDisable ()
{
resetCreatorValues ();
}
void resetCreatorValues ()
{
currentPlayerController = null;
characterSelected = false;
sliceSystemAdded = false;
ragdollPrefabCreated = false;
Debug.Log ("Slice System window closed");
}
void OnGUI ()
{
if (!guiSkin) {
guiSkin = Resources.Load ("GUI") as GUISkin;
}
GUI.skin = guiSkin;
this.minSize = rectSize;
this.titleContent = new GUIContent ("Slice System", null, "Add Slice System To Character");
GUILayout.BeginVertical ("Add Slice System Window", "window");
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
windowRect = GUILayoutUtility.GetLastRect ();
// windowRect.position = new Vector2 (0, windowRect.position.y);
windowRect.width = this.maxSize.x;
if (!characterSelected) {
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("", MessageType.Info);
style = new GUIStyle (EditorStyles.helpBox);
style.richText = true;
style.fontStyle = FontStyle.Bold;
style.fontSize = 15;
EditorGUILayout.LabelField ("If not character is selected in the hierarchy, select one and press the button 'Check Current Object Selected'.\n\n", style);
GUILayout.EndHorizontal ();
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("", MessageType.Warning);
style = new GUIStyle (EditorStyles.helpBox);
style.richText = true;
style.fontStyle = FontStyle.Bold;
style.fontSize = 15;
EditorGUILayout.LabelField ("WARNING: No Character was found, make sure to select the player or an " +
"humanoid AI to add the slice system to it.", style);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.FlexibleSpace ();
if (GUILayout.Button ("Check Current Character Selected")) {
checkCurrentCharacterSelected (Selection.activeGameObject);
}
} else {
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("", MessageType.Info);
style = new GUIStyle (EditorStyles.helpBox);
style.richText = true;
style.fontStyle = FontStyle.Bold;
style.fontSize = 15;
EditorGUILayout.LabelField ("You can create the ragdoll prefab for this character, which will be used" +
" when each slice is applied, to instantiate a new ragdoll with those settings and mesh.\n\n" +
"Just select a prefab character mesh on the field 'Character Mesh For Ragdoll' and press the button 'Create Ragdoll Prefab'.\n\n" +
"By default, there is already one selected, but you may want to create a new ragdoll prefab if you are using a new character mesh.", style);
GUILayout.EndHorizontal ();
GUILayout.FlexibleSpace ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Ragdoll Prefab", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
currentRagdollPrefab = EditorGUILayout.ObjectField (currentRagdollPrefab,
typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Slice Material", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
sliceMaterial = EditorGUILayout.ObjectField (sliceMaterial,
typeof(Material), true, GUILayout.ExpandWidth (true)) as Material;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Character Mesh For Ragdoll Prefab", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
characterMeshForRagdollPrefab = EditorGUILayout.ObjectField (characterMeshForRagdollPrefab,
typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Set Tag On Skeleton", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
setTagOnSkeletonRigidbodies = EditorGUILayout.Toggle (setTagOnSkeletonRigidbodies);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
if (setTagOnSkeletonRigidbodies) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Tag On Skeleton", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
tagOnSkeletonRigidbodies = EditorGUILayout.TextField (tagOnSkeletonRigidbodies, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
}
EditorGUILayout.Space ();
EditorGUILayout.Space ();
if (characterMeshForRagdollPrefab != null && !ragdollPrefabCreated) {
if (GUILayout.Button ("Create Ragdoll Prefab")) {
createRagdollPrefab ();
}
}
if (GUILayout.Button ("Add Slice System To Character")) {
addSliceSystem ();
}
if (GUILayout.Button ("Cancel")) {
this.Close ();
}
}
GUILayout.EndVertical ();
}
void addSliceSystem ()
{
if (currentRagdollPrefab) {
GameObject playerControllerGameObject = currentPlayerController.gameObject;
surfaceToSlice currentSurfaceToSlice = playerControllerGameObject.GetComponent<surfaceToSlice> ();
if (currentSurfaceToSlice == null || currentSurfaceToSlice.getMainSimpleSliceSystem () == null) {
if (currentSurfaceToSlice == null) {
currentSurfaceToSlice = playerControllerGameObject.AddComponent<surfaceToSlice> ();
}
GameObject characterMesh = currentPlayerController.getCharacterMeshGameObject ().transform.parent.gameObject;
simpleSliceSystem currentSimpleSliceSystem = characterMesh.AddComponent<simpleSliceSystem> ();
currentSimpleSliceSystem.searchBodyParts ();
currentSimpleSliceSystem.mainSurfaceToSlice = currentSurfaceToSlice;
currentSimpleSliceSystem.objectToSlice = characterMesh;
currentSurfaceToSlice.setMainSimpleSliceSystem (currentSimpleSliceSystem.gameObject);
currentSurfaceToSlice.objectIsCharacter = true;
currentSimpleSliceSystem.objectToSlice = characterMesh;
currentSimpleSliceSystem.alternatePrefab = currentRagdollPrefab;
currentSimpleSliceSystem.infillMaterial = sliceMaterial;
GKC_Utils.updateComponent (currentSimpleSliceSystem);
GKC_Utils.updateDirtyScene ("Set slice system info", currentSimpleSliceSystem.gameObject);
Debug.Log ("Slice System added to character");
GKC_Utils.updateDirtyScene ("Add Slice To Character", characterMesh);
} else {
Debug.Log ("Slice System was already configured in this character");
}
sliceSystemAdded = true;
} else {
Debug.Log ("WARNING: no prefab for ragdoll found on path " + prefabsPath + "/" + sliceRagdollName);
}
}
void createRagdollPrefab ()
{
currentRagdollPrefab = GKC_Utils.createSliceRagdollPrefab (characterMeshForRagdollPrefab, prefabsPath, sliceMaterial, setTagOnSkeletonRigidbodies, tagOnSkeletonRigidbodies);
ragdollPrefabCreated = currentRagdollPrefab != null;
}
void Update ()
{
if (sliceSystemAdded) {
if (timer < timeToBuild) {
timer += 0.01f;
if (timer > timeToBuild) {
timer = 0;
this.Close ();
}
}
}
}
}
#endif