Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Editor/createMeleeShieldObjectEditor.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

402 lines
12 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 createMeleeShieldObjectEditor : EditorWindow
{
GUISkin guiSkin;
Rect windowRect = new Rect ();
Vector2 rectSize = new Vector2 (550, 600);
bool objectCreated;
float timeToBuild = 0.2f;
float timer;
GUIStyle style = new GUIStyle ();
float windowHeightPercentage = 0.35f;
Vector2 screenResolution;
GameObject newObjectMesh;
Vector2 scrollPos1;
[Range (0.01f, 5)] float newObjectMeshScale = 1;
static string editorTitle = "Create Melee Shield";
static string editorDescription = "Create New Melee Shield";
static string editorSecondaryTitle = "Create New Melee Shield";
static string editorInstructions = "Select an object mesh to be used for the new melee shield.";
bool addObjectToInventory = true;
public string relativePathInventoryObject = "";
public string relativePathMeleeShield = "";
Texture iconTexture;
Vector2 previousRectSize;
float minHeight;
string currentObjectName = "New Shield";
string weaponInventoryDescription;
float maxLayoutWidht = 200;
GameObject meleeShieldObjectPrefab;
float objectWeight = 5;
bool canBeSold = true;
float vendorPrice = 1000;
float sellPrice = 500;
bool useDurability = true;
float durabilityAmount = 100;
float maxDurabilityAmount = 100;
bool useObjectDurabilityOnBlock;
float durabilityUsedOnBlock;
[MenuItem ("Game Kit Controller/Create New Weapon/Create New Shield", false, 201)]
public static void createPhysicalObjectToGrab ()
{
createMeleeShieldObjectEditor editorWindow = EditorWindow.GetWindow<createMeleeShieldObjectEditor> ();
editorWindow.Init ();
}
public void Init ()
{
screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
float totalHeight = screenResolution.y * windowHeightPercentage;
if (totalHeight < 400) {
totalHeight = 400;
}
minHeight = totalHeight;
rectSize = new Vector2 (550, totalHeight);
string prefabsPath = pathInfoValues.getMeleeShieldObjectPrefabPath ();
meleeShieldObjectPrefab = (GameObject)AssetDatabase.LoadAssetAtPath (prefabsPath, typeof(GameObject));
resetCreatorValues ();
}
void OnDisable ()
{
resetCreatorValues ();
}
void resetCreatorValues ()
{
if (objectCreated) {
} else {
}
objectCreated = false;
newObjectMeshScale = 1;
currentObjectName = "New Shield";
Debug.Log ("Object To Grab window closed");
}
void OnGUI ()
{
if (!guiSkin) {
guiSkin = Resources.Load ("GUI") as GUISkin;
}
GUI.skin = guiSkin;
this.minSize = rectSize;
this.titleContent = new GUIContent (editorTitle, null, editorDescription);
GUILayout.BeginVertical (editorSecondaryTitle, "window");
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
windowRect = GUILayoutUtility.GetLastRect ();
// windowRect.position = new Vector2 (0, windowRect.position.y);
windowRect.width = this.maxSize.x;
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("", MessageType.Info);
style = new GUIStyle (EditorStyles.helpBox);
style.richText = true;
style.fontStyle = FontStyle.Bold;
style.fontSize = 17;
EditorGUILayout.LabelField (editorInstructions, style);
GUILayout.EndHorizontal ();
GUILayout.FlexibleSpace ();
EditorGUILayout.Space ();
scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
GUILayout.BeginHorizontal ();
GUILayout.Label ("Shield Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
currentObjectName = (string)EditorGUILayout.TextField (currentObjectName);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("New Object Mesh", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
newObjectMesh = EditorGUILayout.ObjectField (newObjectMesh, typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Object Mesh Scale", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
newObjectMeshScale = EditorGUILayout.Slider (newObjectMeshScale, 0.01f, 5, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Add Shield To\nInventory", EditorStyles.boldLabel);
addObjectToInventory = (bool)EditorGUILayout.Toggle ("", addObjectToInventory);
GUILayout.EndHorizontal ();
if (addObjectToInventory) {
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Inventory Object Icon", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
iconTexture = EditorGUILayout.ObjectField (iconTexture, typeof(Texture), true, GUILayout.ExpandWidth (true)) as Texture;
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField ("Object Description ", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
weaponInventoryDescription = EditorGUILayout.TextArea (weaponInventoryDescription, EditorStyles.textArea, GUILayout.Height (40), GUILayout.ExpandWidth (true));
EditorGUILayout.EndHorizontal ();
EditorGUILayout.Space ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField ("Object Weight ", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
objectWeight = EditorGUILayout.FloatField ("", objectWeight);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Can Be Sold", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
canBeSold = (bool)EditorGUILayout.Toggle (canBeSold, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
if (canBeSold) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Vendor Price", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
vendorPrice = EditorGUILayout.FloatField ("", vendorPrice);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Sell Price", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
sellPrice = EditorGUILayout.FloatField ("", sellPrice);
GUILayout.EndHorizontal ();
}
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Durability", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
useDurability = (bool)EditorGUILayout.Toggle (useDurability, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
if (useDurability) {
GUILayout.BeginHorizontal ();
GUILayout.Label ("Durability Amount", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
durabilityAmount = EditorGUILayout.FloatField ("", durabilityAmount);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Max Durability Amount", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
maxDurabilityAmount = EditorGUILayout.FloatField ("", maxDurabilityAmount);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Use Durability On Block", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
useObjectDurabilityOnBlock = (bool)EditorGUILayout.Toggle (useObjectDurabilityOnBlock, GUILayout.ExpandWidth (true));
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
GUILayout.BeginHorizontal ();
GUILayout.Label ("Durability Used On Block", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
durabilityUsedOnBlock = EditorGUILayout.FloatField ("", durabilityUsedOnBlock);
GUILayout.EndHorizontal ();
EditorGUILayout.Space ();
}
EditorGUILayout.Space ();
}
EditorGUILayout.Space ();
EditorGUILayout.BeginHorizontal ();
GUILayout.Label ("Window Height", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
if (previousRectSize != rectSize) {
previousRectSize = rectSize;
this.maxSize = rectSize;
}
rectSize.y = EditorGUILayout.Slider (rectSize.y, minHeight, screenResolution.y);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.EndScrollView ();
EditorGUILayout.Space ();
if (newObjectMesh != null) {
if (GUILayout.Button ("Create Object")) {
createObject ();
}
}
if (GUILayout.Button ("Cancel")) {
this.Close ();
}
GUILayout.EndVertical ();
}
void createObject ()
{
if (newObjectMesh != null) {
GameObject newObjectCreated = (GameObject)Instantiate (meleeShieldObjectPrefab, Vector3.zero, Quaternion.identity);
if (newObjectCreated == null) {
newObjectCreated = new GameObject ();
}
Transform newObjectCreatedTransform = newObjectCreated.transform;
GameObject newShieldObject = (GameObject)Instantiate (newObjectMesh, Vector3.zero, Quaternion.identity, newObjectCreatedTransform);
newShieldObject.transform.localPosition = Vector3.zero;
newShieldObject.transform.localRotation = Quaternion.identity;
newShieldObject.name = "Mesh";
newObjectCreated.name = currentObjectName;
objectCreated = true;
newObjectCreated.transform.localScale = Vector3.one * newObjectMeshScale;
relativePathMeleeShield = pathInfoValues.getMeleeShieldObjectPath ();
meleeShieldObjectSystem currentMeleeShieldObjectSystem = newObjectCreated.GetComponent<meleeShieldObjectSystem> ();
if (currentMeleeShieldObjectSystem != null) {
currentMeleeShieldObjectSystem.setUseObjectDurabilityOnBlockValueFromEditor (useObjectDurabilityOnBlock);
currentMeleeShieldObjectSystem.setDurabilityUsedOnBlockValueFromEditor (durabilityUsedOnBlock);
currentMeleeShieldObjectSystem.setObjectNameFromEditor (currentObjectName);
currentMeleeShieldObjectSystem.setMaxDurabilityAmountFromEditor (maxDurabilityAmount);
currentMeleeShieldObjectSystem.setDurabilityAmountFromEditor (durabilityAmount);
}
GameObject newObjectCreatedPrefab = GKC_Utils.createPrefab (relativePathMeleeShield, currentObjectName, newObjectCreated);
if (newObjectCreatedPrefab != null) {
meleeWeaponsGrabbedManager[] meleeWeaponsGrabbedManagerList = FindObjectsOfType<meleeWeaponsGrabbedManager> ();
foreach (meleeWeaponsGrabbedManager currentMeleeWeaponsGrabbedManager in meleeWeaponsGrabbedManagerList) {
currentMeleeWeaponsGrabbedManager.addNewMeleeShieldPrefab (newObjectCreatedPrefab, currentObjectName);
}
}
if (addObjectToInventory) {
relativePathInventoryObject = pathInfoValues.getInventoryMeshShieldPath ();
GKC_Utils.createInventoryObject (currentObjectName, "Melee Shields", newObjectCreated, weaponInventoryDescription,
iconTexture, relativePathInventoryObject, true, true, false, useDurability, durabilityAmount, maxDurabilityAmount,
true, true, objectWeight, canBeSold, vendorPrice, sellPrice);
}
GKC_Utils.setActiveGameObjectInEditor (newObjectCreated);
Camera currentCameraEditor = GKC_Utils.getCameraEditor ();
if (currentCameraEditor != null) {
Vector3 editorCameraPosition = currentCameraEditor.transform.position;
Vector3 editorCameraForward = currentCameraEditor.transform.forward;
RaycastHit hit;
if (Physics.Raycast (editorCameraPosition, editorCameraForward, out hit, Mathf.Infinity)) {
newObjectCreated.transform.position = hit.point + Vector3.up * 0.2f;
}
}
GKC_Utils.updateDirtyScene ("Create Shield", newObjectCreated);
}
}
void Update ()
{
if (objectCreated) {
if (timer < timeToBuild) {
timer += 0.01f;
if (timer > timeToBuild) {
timer = 0;
this.Close ();
}
}
}
}
}
#endif