562 lines
17 KiB
C#
562 lines
17 KiB
C#
using UnityEngine;
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using System.Collections;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor (typeof(weaponBuilder))]
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public class weaponBuilderEditor : Editor
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{
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SerializedProperty weaponName;
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SerializedProperty relativePathUsableWeaponPrefab;
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SerializedProperty usableWeaponPrefab;
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SerializedProperty layerToPlaceWeaponPrefab;
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SerializedProperty armsParent;
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SerializedProperty currentArmsModel;
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SerializedProperty replaceArmsModel;
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SerializedProperty newArmsModel;
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SerializedProperty weaponPartInfoList;
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SerializedProperty weaponSettingsInfoList;
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SerializedProperty buildWeaponExplanation;
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SerializedProperty showGizmo;
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SerializedProperty showGizmoLabel;
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SerializedProperty gizmoLabelColor;
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SerializedProperty gizmoRadius;
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SerializedProperty useHandle;
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SerializedProperty mainPlayerWeaponsManager;
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SerializedProperty weaponParent;
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SerializedProperty mainIKWeaponSystem;
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SerializedProperty mainPlayerWeaponSystem;
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SerializedProperty weaponMeshParent;
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SerializedProperty newWeaponMeshParent;
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SerializedProperty weaponViewTransform;
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SerializedProperty weaponPartsNotUsedOnAIList;
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SerializedProperty weaponPartsToMoveToNewParentList;
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weaponBuilder manager;
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Vector3 curretPositionHandle;
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Quaternion currentRotationHandle;
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GUIStyle style = new GUIStyle ();
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weaponBuilder.partInfo currentPartInfo;
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GUIStyle buttonStyle = new GUIStyle ();
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void OnEnable ()
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{
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weaponName = serializedObject.FindProperty ("weaponName");
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relativePathUsableWeaponPrefab = serializedObject.FindProperty ("relativePathUsableWeaponPrefab");
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usableWeaponPrefab = serializedObject.FindProperty ("usableWeaponPrefab");
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layerToPlaceWeaponPrefab = serializedObject.FindProperty ("layerToPlaceWeaponPrefab");
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armsParent = serializedObject.FindProperty ("armsParent");
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currentArmsModel = serializedObject.FindProperty ("currentArmsModel");
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replaceArmsModel = serializedObject.FindProperty ("replaceArmsModel");
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newArmsModel = serializedObject.FindProperty ("newArmsModel");
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weaponPartInfoList = serializedObject.FindProperty ("weaponPartInfoList");
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weaponSettingsInfoList = serializedObject.FindProperty ("weaponSettingsInfoList");
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buildWeaponExplanation = serializedObject.FindProperty ("buildWeaponExplanation");
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showGizmo = serializedObject.FindProperty ("showGizmo");
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showGizmoLabel = serializedObject.FindProperty ("showGizmoLabel");
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gizmoLabelColor = serializedObject.FindProperty ("gizmoLabelColor");
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gizmoRadius = serializedObject.FindProperty ("gizmoRadius");
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useHandle = serializedObject.FindProperty ("useHandle");
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mainPlayerWeaponsManager = serializedObject.FindProperty ("mainPlayerWeaponsManager");
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weaponParent = serializedObject.FindProperty ("weaponParent");
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mainIKWeaponSystem = serializedObject.FindProperty ("mainIKWeaponSystem");
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mainPlayerWeaponSystem = serializedObject.FindProperty ("mainPlayerWeaponSystem");
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weaponMeshParent = serializedObject.FindProperty ("weaponMeshParent");
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newWeaponMeshParent = serializedObject.FindProperty ("newWeaponMeshParent");
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weaponViewTransform = serializedObject.FindProperty ("weaponViewTransform");
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weaponPartsNotUsedOnAIList = serializedObject.FindProperty ("weaponPartsNotUsedOnAIList");
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weaponPartsToMoveToNewParentList = serializedObject.FindProperty ("weaponPartsToMoveToNewParentList");
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manager = (weaponBuilder)target;
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}
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void OnSceneGUI ()
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{
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if (manager.showGizmo && manager.useHandle) {
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if (!Application.isPlaying) {
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style.normal.textColor = manager.gizmoLabelColor;
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style.alignment = TextAnchor.MiddleCenter;
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for (int i = 0; i < manager.weaponPartInfoList.Count; i++) {
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currentPartInfo = manager.weaponPartInfoList [i];
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if (!currentPartInfo.removeWeaponPartIfNoNewMesh) {
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if (currentPartInfo.temporalWeaponMesh != null) {
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if (manager.showGizmoLabel) {
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Handles.Label (currentPartInfo.temporalWeaponMesh.transform.position, currentPartInfo.Name, style);
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}
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showPositionHandle (currentPartInfo.temporalWeaponMesh.transform, "move temporal Weapon Mesh" + i);
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} else {
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if (currentPartInfo.objectAlwaysUsed) {
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if (currentPartInfo.currentWeaponMesh) {
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if (manager.showGizmoLabel) {
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Handles.Label (currentPartInfo.currentWeaponMesh.transform.position, currentPartInfo.Name, style);
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}
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showPositionHandle (currentPartInfo.currentWeaponMesh.transform, "move current Weapon Mesh" + i);
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}
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}
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}
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}
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}
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}
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}
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}
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public void showPositionHandle (Transform currentTransform, string handleName)
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{
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currentRotationHandle = Tools.pivotRotation == PivotRotation.Local ? currentTransform.rotation : Quaternion.identity;
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EditorGUI.BeginChangeCheck ();
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curretPositionHandle = currentTransform.position;
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if (Tools.current == Tool.Move) {
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curretPositionHandle = Handles.DoPositionHandle (curretPositionHandle, currentRotationHandle);
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}
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currentRotationHandle = currentTransform.rotation;
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if (Tools.current == Tool.Rotate) {
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currentRotationHandle = Handles.DoRotationHandle (currentRotationHandle, curretPositionHandle);
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}
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if (EditorGUI.EndChangeCheck ()) {
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Undo.RecordObject (currentTransform, handleName);
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currentTransform.position = curretPositionHandle;
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currentTransform.rotation = currentRotationHandle;
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}
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}
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public override void OnInspectorGUI ()
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{
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GUILayout.BeginVertical (GUILayout.Height (50));
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EditorGUILayout.Space ();
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buttonStyle = new GUIStyle (GUI.skin.button);
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buttonStyle.fontStyle = FontStyle.Bold;
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buttonStyle.fontSize = 12;
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GUILayout.BeginVertical ("Main Settings", "window");
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EditorGUILayout.PropertyField (weaponName);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Usable Weapon Prefab Settings", "window");
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EditorGUILayout.PropertyField (relativePathUsableWeaponPrefab);
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EditorGUILayout.PropertyField (usableWeaponPrefab);
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EditorGUILayout.PropertyField (layerToPlaceWeaponPrefab);
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Create/Update Usable Weapon Prefab")) {
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manager.createUsableWeaponPrefab ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Instantiate Weapon In Scene")) {
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manager.instantiateUsableWeaponPrefabInScene ();
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}
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Arms Settings", "window");
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EditorGUILayout.PropertyField (armsParent);
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EditorGUILayout.PropertyField (currentArmsModel);
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EditorGUILayout.PropertyField (replaceArmsModel);
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if (replaceArmsModel.boolValue) {
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EditorGUILayout.PropertyField (newArmsModel);
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Replace Arms")) {
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manager.checkArmsToReplace ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Enable/Disable Arms Meshes")) {
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manager.toogleArmsMeshActiveState ();
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}
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Weapon Parts Info List", "window");
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showWeaponPartInfoList (weaponPartInfoList);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Weapon Settings List", "window");
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showWeaponSettingsInfoList (weaponSettingsInfoList);
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Set Current Settings")) {
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manager.adjustWeaponSettingsFromEditor ();
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}
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Weapons Parts To Move To New Parent", "window");
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showSimpleList (weaponPartsToMoveToNewParentList);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Weapons Parts Not Used On AI", "window");
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showSimpleList (weaponPartsNotUsedOnAIList);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Align View To Weapon")) {
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manager.alignViewWithWeaponCameraPosition ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Open Weapon Creator Wizard")) {
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weaponCreatorEditor.createNewWeapon ();
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}
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Explanation", "window");
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EditorGUILayout.PropertyField (buildWeaponExplanation);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Gizmo Settings", "window");
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EditorGUILayout.PropertyField (showGizmo);
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EditorGUILayout.PropertyField (showGizmoLabel);
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EditorGUILayout.PropertyField (gizmoLabelColor);
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EditorGUILayout.PropertyField (gizmoRadius);
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EditorGUILayout.PropertyField (useHandle);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Components", "window");
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EditorGUILayout.PropertyField (mainPlayerWeaponsManager);
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EditorGUILayout.PropertyField (weaponParent);
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EditorGUILayout.PropertyField (mainIKWeaponSystem);
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EditorGUILayout.PropertyField (mainPlayerWeaponSystem);
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EditorGUILayout.PropertyField (weaponMeshParent);
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EditorGUILayout.PropertyField (newWeaponMeshParent);
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EditorGUILayout.PropertyField (weaponViewTransform);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.EndVertical ();
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if (GUI.changed) {
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serializedObject.ApplyModifiedProperties ();
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}
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EditorGUILayout.Space ();
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}
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void showWeaponPartInfoList (SerializedProperty list)
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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, buttonStyle)) {
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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 Of Parts: \t" + list.arraySize);
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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if (GUILayout.Button ("Add Part")) {
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list.arraySize++;
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}
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if (GUILayout.Button ("Clear List")) {
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list.arraySize = 0;
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}
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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if (GUILayout.Button ("Expand All")) {
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for (int i = 0; i < list.arraySize; i++) {
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list.GetArrayElementAtIndex (i).isExpanded = true;
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}
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}
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if (GUILayout.Button ("Collapse All")) {
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for (int i = 0; i < list.arraySize; i++) {
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list.GetArrayElementAtIndex (i).isExpanded = false;
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}
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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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if (list.GetArrayElementAtIndex (i).isExpanded) {
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showWeaponPartInfoListElement (list.GetArrayElementAtIndex (i), true);
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}
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EditorGUILayout.Space ();
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GUILayout.EndVertical ();
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}
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GUILayout.EndHorizontal ();
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if (GUILayout.Button ("x")) {
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list.DeleteArrayElementAtIndex (i);
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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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void showWeaponPartInfoListElement (SerializedProperty list, bool showListNames)
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{
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GUILayout.BeginVertical ("box");
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Main Settings", "window");
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("removeWeaponPartIfNoNewMesh"));
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("weaponMeshParent"));
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("currentWeaponMesh"));
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("objectAlwaysUsed"));
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Extra Weapon Part Meshes List", "window");
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showSimpleList (list.FindPropertyRelative ("extraWeaponPartMeshesList"));
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("IK Positions Settings", "window");
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("containsIKTransform"));
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if (list.FindPropertyRelative ("containsIKTransform").boolValue) {
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showSimpleList (list.FindPropertyRelative ("IKPositionsListOnMesh"));
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}
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Events Settings", "window");
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventOnUseWeaponPartEnabled"));
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if (list.FindPropertyRelative ("useEventOnUseWeaponPartEnabled").boolValue) {
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventOnUseWeaponPartEnabled"));
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}
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("useEventOnUseWeaponPartDisabled"));
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if (list.FindPropertyRelative ("useEventOnUseWeaponPartDisabled").boolValue) {
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventOnUseWeaponPartDisabled"));
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}
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GUILayout.EndVertical ();
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GUILayout.EndVertical ();
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}
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void showWeaponSettingsInfoList (SerializedProperty list)
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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, buttonStyle)) {
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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 Of Settings: \t" + list.arraySize);
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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if (GUILayout.Button ("Add Settings")) {
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list.arraySize++;
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}
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if (GUILayout.Button ("Clear List")) {
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list.arraySize = 0;
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}
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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if (GUILayout.Button ("Expand All")) {
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for (int i = 0; i < list.arraySize; i++) {
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list.GetArrayElementAtIndex (i).isExpanded = true;
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}
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}
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if (GUILayout.Button ("Collapse All")) {
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for (int i = 0; i < list.arraySize; i++) {
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list.GetArrayElementAtIndex (i).isExpanded = false;
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}
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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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if (list.GetArrayElementAtIndex (i).isExpanded) {
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showWeaponSettingsInfoListElement (list.GetArrayElementAtIndex (i), true);
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}
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EditorGUILayout.Space ();
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GUILayout.EndVertical ();
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}
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GUILayout.EndHorizontal ();
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if (GUILayout.Button ("x")) {
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list.DeleteArrayElementAtIndex (i);
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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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void showWeaponSettingsInfoListElement (SerializedProperty list, bool showListNames)
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{
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GUILayout.BeginVertical ("box");
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("Name"));
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GUILayout.BeginVertical ("Bool Values Settings", "window");
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("useBoolState"));
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if (list.FindPropertyRelative ("useBoolState").boolValue) {
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("boolState"));
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToSetBoolState"));
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}
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Float Values Settings", "window");
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("useFloatValue"));
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if (list.FindPropertyRelative ("useFloatValue").boolValue) {
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("floatValue"));
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EditorGUILayout.PropertyField (list.FindPropertyRelative ("eventToSetFloatValue"));
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}
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GUILayout.EndVertical ();
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GUILayout.EndVertical ();
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}
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void showSimpleList (SerializedProperty list)
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{
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Show/Hide " + list.displayName, buttonStyle)) {
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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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GUILayout.BeginVertical ("box");
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EditorGUILayout.Space ();
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GUILayout.Label ("Amount: \t" + list.arraySize);
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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if (GUILayout.Button ("Add")) {
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list.arraySize++;
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}
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if (GUILayout.Button ("Clear")) {
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list.arraySize = 0;
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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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if (i < list.arraySize && i >= 0) {
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EditorGUILayout.PropertyField (list.GetArrayElementAtIndex (i), new GUIContent ("", null, ""), false);
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}
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GUILayout.BeginHorizontal ();
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if (GUILayout.Button ("x")) {
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list.DeleteArrayElementAtIndex (i);
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}
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if (GUILayout.Button ("v")) {
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if (i >= 0) {
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list.MoveArrayElement (i, i + 1);
|
|
}
|
|
}
|
|
if (GUILayout.Button ("^")) {
|
|
if (i < list.arraySize) {
|
|
list.MoveArrayElement (i, i - 1);
|
|
}
|
|
}
|
|
GUILayout.EndHorizontal ();
|
|
GUILayout.EndHorizontal ();
|
|
|
|
EditorGUILayout.Space ();
|
|
|
|
}
|
|
GUILayout.EndVertical ();
|
|
}
|
|
}
|
|
}
|
|
#endif |