183 lines
4.3 KiB
C#
183 lines
4.3 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor (typeof(turnBasedCombatSystem))]
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public class turnBasedCombatSystemEditor : Editor
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{
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turnBasedCombatSystem manager;
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SerializedProperty newCharacterTeamLeader;
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SerializedProperty teamPositionDataName;
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SerializedProperty newCharacterTeamInfoList;
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SerializedProperty newTeamAlwaysSelectFirst;
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SerializedProperty useCustomCameraStateOnNewTeam;
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SerializedProperty customCameraStateOnNewTeam;
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SerializedProperty useRewardSystem;
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SerializedProperty mainRewardSystem;
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SerializedProperty turnBasedCombatTeamInfoOnSceneList;
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void OnEnable ()
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{
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newCharacterTeamLeader = serializedObject.FindProperty ("newCharacterTeamLeader");
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teamPositionDataName = serializedObject.FindProperty ("teamPositionDataName");
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newCharacterTeamInfoList = serializedObject.FindProperty ("newCharacterTeamInfoList");
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newTeamAlwaysSelectFirst = serializedObject.FindProperty ("newTeamAlwaysSelectFirst");
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useCustomCameraStateOnNewTeam = serializedObject.FindProperty ("useCustomCameraStateOnNewTeam");
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customCameraStateOnNewTeam = serializedObject.FindProperty ("customCameraStateOnNewTeam");
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useRewardSystem = serializedObject.FindProperty ("useRewardSystem");
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mainRewardSystem = serializedObject.FindProperty ("mainRewardSystem");
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turnBasedCombatTeamInfoOnSceneList = serializedObject.FindProperty ("turnBasedCombatTeamInfoOnSceneList");
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manager = (turnBasedCombatSystem)target;
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}
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public override void OnInspectorGUI ()
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{
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EditorGUILayout.Space ();
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DrawDefaultInspector ();
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EditorGUILayout.Space ();
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GUILayout.Label ("EDITOR BUTTONS", EditorStyles.boldLabel);
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Configure New Teams Settings", "window");
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EditorGUILayout.PropertyField (newCharacterTeamLeader);
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EditorGUILayout.PropertyField (teamPositionDataName);
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EditorGUILayout.PropertyField (newTeamAlwaysSelectFirst);
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EditorGUILayout.Space ();
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EditorGUILayout.PropertyField (useCustomCameraStateOnNewTeam);
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if (useCustomCameraStateOnNewTeam.boolValue) {
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EditorGUILayout.PropertyField (customCameraStateOnNewTeam);
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}
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EditorGUILayout.Space ();
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EditorGUILayout.PropertyField (useRewardSystem);
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if (useRewardSystem.boolValue) {
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EditorGUILayout.PropertyField (mainRewardSystem);
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}
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EditorGUILayout.Space ();
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showSimpleList (newCharacterTeamInfoList, true);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("\n CONFIGURE NEW TEAM INFO \n")) {
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manager.configureNewTeamInfo ();
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Repaint ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("\n SHOW ALL TEAMS IN SCENE \n")) {
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manager.showAllTeamsInScene ();
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Repaint ();
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}
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Current Teams On Scene List", "window");
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showSimpleList (turnBasedCombatTeamInfoOnSceneList, false);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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if (GUI.changed) {
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serializedObject.ApplyModifiedProperties ();
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}
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}
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void showSimpleList (SerializedProperty list, bool showAddRemoveButtons)
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{
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GUILayout.BeginVertical ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Show/Hide " + list.displayName)) {
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list.isExpanded = !list.isExpanded;
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}
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EditorGUILayout.Space ();
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if (list.isExpanded) {
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EditorGUILayout.Space ();
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GUILayout.Label ("Number: \t" + list.arraySize);
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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if (showAddRemoveButtons) {
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if (GUILayout.Button ("Add")) {
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list.arraySize++;
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Repaint ();
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}
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}
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if (GUILayout.Button ("Clear")) {
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list.arraySize = 0;
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Repaint ();
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}
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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for (int i = 0; i < list.arraySize; i++) {
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GUILayout.BeginHorizontal ();
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GUILayout.BeginHorizontal ("box");
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EditorGUILayout.Space ();
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if (i < list.arraySize && i >= 0) {
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EditorGUILayout.BeginVertical ();
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EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), false);
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GUILayout.EndVertical ();
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}
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GUILayout.EndHorizontal ();
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if (showAddRemoveButtons) {
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if (GUILayout.Button ("x")) {
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list.DeleteArrayElementAtIndex (i);
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}
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}
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GUILayout.EndHorizontal ();
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}
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}
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GUILayout.EndVertical ();
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}
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}
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#endif |