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

604 lines
21 KiB
C#

using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor (typeof (playerSkillsSystem))]
public class playerSkillsSystemEditor : Editor
{
SerializedProperty playerSkillsActive;
SerializedProperty initializeSkillsValuesAtStartActive;
SerializedProperty initializeSkillsOnlyWhenLoadingGame;
SerializedProperty saveCurrentPlayerSkillsToSaveFile;
SerializedProperty skillCategoryInfoList;
SerializedProperty initializeValuesWhenNotLoadingFromTemplate;
SerializedProperty mainSkillSettingsTemplate;
SerializedProperty mainPlayerStatsSystem;
playerSkillsSystem manager;
GUIStyle buttonStyle = new GUIStyle ();
void OnEnable ()
{
playerSkillsActive = serializedObject.FindProperty ("playerSkillsActive");
initializeSkillsValuesAtStartActive = serializedObject.FindProperty ("initializeSkillsValuesAtStartActive");
initializeSkillsOnlyWhenLoadingGame = serializedObject.FindProperty ("initializeSkillsOnlyWhenLoadingGame");
saveCurrentPlayerSkillsToSaveFile = serializedObject.FindProperty ("saveCurrentPlayerSkillsToSaveFile");
skillCategoryInfoList = serializedObject.FindProperty ("skillCategoryInfoList");
initializeValuesWhenNotLoadingFromTemplate = serializedObject.FindProperty ("initializeValuesWhenNotLoadingFromTemplate");
mainSkillSettingsTemplate = serializedObject.FindProperty ("mainSkillSettingsTemplate");
mainPlayerStatsSystem = serializedObject.FindProperty ("mainPlayerStatsSystem");
manager = (playerSkillsSystem)target;
}
public override void OnInspectorGUI ()
{
GUILayout.BeginVertical (GUILayout.Height (30));
EditorGUILayout.Space ();
buttonStyle = new GUIStyle (GUI.skin.button);
buttonStyle.fontStyle = FontStyle.Bold;
buttonStyle.fontSize = 12;
GUILayout.BeginVertical ("Main Settings", "window");
EditorGUILayout.PropertyField (playerSkillsActive);
EditorGUILayout.PropertyField (initializeSkillsValuesAtStartActive);
EditorGUILayout.PropertyField (initializeSkillsOnlyWhenLoadingGame);
EditorGUILayout.PropertyField (saveCurrentPlayerSkillsToSaveFile);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Skill Settings Template", "window");
EditorGUILayout.PropertyField (initializeValuesWhenNotLoadingFromTemplate);
EditorGUILayout.PropertyField (mainSkillSettingsTemplate);
EditorGUILayout.Space ();
if (GUILayout.Button ("Save Settings To Template")) {
manager.saveSettingsToTemplate ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Load Settings From Template")) {
manager.loadSettingsFromTemplate (true);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Set Skills Template Complete")) {
manager.setAllSkillsCompleteStateOnTemplate (true);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Set Skills Template Not Complete")) {
manager.setAllSkillsCompleteStateOnTemplate (false);
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Skill Categories List", "window");
showSkillCategoryInfoList (skillCategoryInfoList);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Components", "window");
EditorGUILayout.PropertyField (mainPlayerStatsSystem);
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.EndVertical ();
if (GUI.changed) {
serializedObject.ApplyModifiedProperties ();
}
}
void showSkillCategoryInfoList (SerializedProperty list)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Categories: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Category")) {
list.arraySize++;
}
if (GUILayout.Button ("Clear List")) {
list.arraySize = 0;
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Expand All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = true;
}
}
if (GUILayout.Button ("Collapse All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = false;
}
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Enable All")) {
manager.enableAllSkillsOnEditor ();
}
if (GUILayout.Button ("Disable All")) {
manager.disableAllSkillsOnEditor ();
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int i = 0; i < list.arraySize; i++) {
bool expanded = false;
GUILayout.BeginHorizontal ();
GUILayout.BeginHorizontal ("box");
EditorGUILayout.Space ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.BeginVertical ();
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
if (list.GetArrayElementAtIndex (i).isExpanded) {
expanded = true;
showSkillCategoryInfoListElement (list.GetArrayElementAtIndex (i), i);
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
GUILayout.EndHorizontal ();
if (expanded) {
GUILayout.BeginVertical ();
} else {
GUILayout.BeginHorizontal ();
}
if (GUILayout.Button ("x")) {
list.DeleteArrayElementAtIndex (i);
}
if (GUILayout.Button ("v")) {
if (i >= 0) {
list.MoveArrayElement (i, i + 1);
}
}
if (GUILayout.Button ("^")) {
if (i < list.arraySize) {
list.MoveArrayElement (i, i - 1);
}
}
if (expanded) {
GUILayout.EndVertical ();
} else {
GUILayout.EndHorizontal ();
}
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showSkillCategoryInfoListElement (SerializedProperty list, int categoryIndex)
{
GUILayout.BeginVertical ("box");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Skill Info List", "window");
showSkillInfoList (list.FindPropertyRelative ("skillInfoList"), categoryIndex);
GUILayout.EndVertical ();
GUILayout.EndVertical ();
}
void showSkillInfoList (SerializedProperty list, int categoryIndex)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Skills: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Skill")) {
list.arraySize++;
}
if (GUILayout.Button ("Clear List")) {
list.arraySize = 0;
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Expand All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = true;
}
}
if (GUILayout.Button ("Collapse All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = false;
}
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Enable All")) {
manager.enableSkillsOnEditor (categoryIndex);
}
if (GUILayout.Button ("Disable All")) {
manager.disableSkillsOnEditor (categoryIndex);
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Activate All")) {
manager.activateSkillsOnEditor (categoryIndex);
}
if (GUILayout.Button ("Deactivate All")) {
manager.deactivateSkillsOnEditor (categoryIndex);
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int i = 0; i < list.arraySize; i++) {
bool expanded = false;
GUILayout.BeginHorizontal ();
GUILayout.BeginHorizontal ("box");
EditorGUILayout.Space ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.BeginVertical ();
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
if (list.GetArrayElementAtIndex (i).isExpanded) {
expanded = true;
showSkillInfoListElement (list.GetArrayElementAtIndex (i));
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
GUILayout.EndHorizontal ();
if (expanded) {
GUILayout.BeginVertical ();
} else {
GUILayout.BeginHorizontal ();
}
if (GUILayout.Button ("x")) {
list.DeleteArrayElementAtIndex (i);
}
if (GUILayout.Button ("v")) {
if (i >= 0) {
list.MoveArrayElement (i, i + 1);
}
}
if (GUILayout.Button ("^")) {
if (i < list.arraySize) {
list.MoveArrayElement (i, i - 1);
}
}
if (expanded) {
GUILayout.EndVertical ();
} else {
GUILayout.EndHorizontal ();
}
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showSkillInfoListElement (SerializedProperty list)
{
GUILayout.BeginVertical ("box");
GUILayout.BeginVertical ("Main Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("skillEnabled"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("neededSkillPoints"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("skillUnlocked"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("skillActive"));
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("skillDescription"));
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Debug", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("skillComplete"));
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Float Value Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useFloatValue"));
if (list.FindPropertyRelative ("useFloatValue").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentValue"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("valueToConfigure"));
EditorGUILayout.Space ();
EditorGUILayout.Space ();
GUILayout.Label ("Events Settings");
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToInitializeSkill"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToIncreaseSkill"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Bool Value Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useBoolValue"));
if (list.FindPropertyRelative ("useBoolValue").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentBoolState"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("boolStateToConfigure"));
EditorGUILayout.Space ();
EditorGUILayout.Space ();
GUILayout.Label ("Events Settings");
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useTwoEventsForActiveAndNotActive"));
EditorGUILayout.Space ();
if (list.FindPropertyRelative ("useTwoEventsForActiveAndNotActive").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToInitializeSkillActive"));
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToInitializeSkillNotActive"));
} else {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToInitializeBoolSkill"));
}
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToActivateBoolSkill"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Stat Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useStatToIncrease"));
if (list.FindPropertyRelative ("useStatToIncrease").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("statToIncreaseName"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("statToIncreaseAmount"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("amountIsStatMultiplier"));
}
GUILayout.EndVertical ();
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Skill Level Value Settings", "window");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useSkillLevel"));
if (list.FindPropertyRelative ("useSkillLevel").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentSkillLevel"));
EditorGUILayout.Space ();
GUILayout.BeginVertical ("Skill Level Info List", "window");
showSkillLevelInfoList (list.FindPropertyRelative ("skillLevelInfoList"));
GUILayout.EndVertical ();
}
GUILayout.EndVertical ();
GUILayout.EndVertical ();
}
void showSkillLevelInfoList (SerializedProperty list)
{
GUILayout.BeginVertical ();
EditorGUILayout.Space ();
if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
list.isExpanded = !list.isExpanded;
}
EditorGUILayout.Space ();
if (list.isExpanded) {
EditorGUILayout.Space ();
GUILayout.Label ("Number Of Levels: \t" + list.arraySize);
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Add Level")) {
list.arraySize++;
}
if (GUILayout.Button ("Clear List")) {
list.arraySize = 0;
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Expand All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = true;
}
}
if (GUILayout.Button ("Collapse All")) {
for (int i = 0; i < list.arraySize; i++) {
list.GetArrayElementAtIndex (i).isExpanded = false;
}
}
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
for (int i = 0; i < list.arraySize; i++) {
bool expanded = false;
GUILayout.BeginHorizontal ();
GUILayout.BeginHorizontal ("box");
EditorGUILayout.Space ();
if (i < list.arraySize && i >= 0) {
EditorGUILayout.BeginVertical ();
EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
if (list.GetArrayElementAtIndex (i).isExpanded) {
expanded = true;
showSkillLevelInfoListElement (list.GetArrayElementAtIndex (i));
}
EditorGUILayout.Space ();
GUILayout.EndVertical ();
}
GUILayout.EndHorizontal ();
if (expanded) {
GUILayout.BeginVertical ();
} else {
GUILayout.BeginHorizontal ();
}
if (GUILayout.Button ("x")) {
list.DeleteArrayElementAtIndex (i);
}
if (GUILayout.Button ("v")) {
if (i >= 0) {
list.MoveArrayElement (i, i + 1);
}
}
if (GUILayout.Button ("^")) {
if (i < list.arraySize) {
list.MoveArrayElement (i, i - 1);
}
}
if (expanded) {
GUILayout.EndVertical ();
} else {
GUILayout.EndHorizontal ();
}
GUILayout.EndHorizontal ();
}
}
GUILayout.EndVertical ();
}
void showSkillLevelInfoListElement (SerializedProperty list)
{
GUILayout.BeginVertical ("box");
EditorGUILayout.PropertyField (list.FindPropertyRelative ("skillLevelDescription"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("neededSkillPoints"));
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useFloatValue"));
if (list.FindPropertyRelative ("useFloatValue").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentValue"));
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToInitializeSkill"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToIncreaseSkill"));
}
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useBoolValue"));
if (list.FindPropertyRelative ("useBoolValue").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentBoolState"));
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToInitializeBoolSkill"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToActivateBoolSkill"));
}
EditorGUILayout.Space ();
EditorGUILayout.PropertyField (list.FindPropertyRelative ("useStatToIncrease"));
if (list.FindPropertyRelative ("useStatToIncrease").boolValue) {
EditorGUILayout.PropertyField (list.FindPropertyRelative ("statToIncreaseName"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("statToIncreaseAmount"));
EditorGUILayout.PropertyField (list.FindPropertyRelative ("amountIsStatMultiplier"));
}
GUILayout.EndVertical ();
}
}
#endif