An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Rotorz.ReorderableList;
namespace Fungus.Script
{
[CustomEditor (typeof(Say))]
public class SayEditor : FungusCommandEditor
{
static public bool showTagHelp;
public override void DrawCommandGUI()
{
Say t = target as Say;
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel(new GUIContent("Say Text", "Text to display in dialog"));
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Tag Help", "Show help info for tags"), new GUIStyle(EditorStyles.miniButton)))
{
showTagHelp = !showTagHelp;
}
EditorGUILayout.EndHorizontal();
if (showTagHelp)
{
string tagsText = "\t{b} Bold Text {/b}\n" +
"\t{i} Italic Text {/i}\n" +
"\t{color=red} Color Text {/color}\n" +
"\t{w}, {w=0.5} Wait \n" +
"\t{wi} Wait for input\n" +
"\t{wc} Wait for input and clear\n" +
"\t{wp}, {wp=0.5} Wait on punctuation\n" +
"\t{c} Clear\n" +
"\t{s}, {s=60} Writing speed (chars per sec)\n" +
"\t{x} Exit";
float pixelHeight = EditorStyles.miniLabel.CalcHeight(new GUIContent(tagsText), EditorGUIUtility.currentViewWidth);
EditorGUILayout.SelectableLabel(tagsText, EditorStyles.miniLabel, GUILayout.MinHeight(pixelHeight));
}
GUIStyle sayStyle = new GUIStyle(EditorStyles.textArea);
sayStyle.wordWrap = true;
EditorGUILayout.BeginHorizontal();
float minHeight = sayStyle.CalcHeight(new GUIContent(t.storyText), EditorGUIUtility.currentViewWidth);
string text = EditorGUILayout.TextArea(t.storyText, sayStyle, GUILayout.MinHeight(minHeight + 10), GUILayout.ExpandHeight(true));
if (t.character != null &&
t.character.characterImage != null &&
t.character.characterImage.texture != null)
{
Texture2D characterTexture = t.character.characterImage.texture;
float aspect = (float)characterTexture.width / (float)characterTexture.height;
Rect previewRect = GUILayoutUtility.GetAspectRect(aspect, GUILayout.Width(40), GUILayout.ExpandWidth(false));
CharacterEditor characterEditor = Editor.CreateEditor(t.character) as CharacterEditor;
if (characterEditor != null)
{
characterEditor.DrawPreview(previewRect, characterTexture);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
Character character = FungusCommandEditor.ObjectField<Character>(new GUIContent("Character", "Character to display in dialog"),
new GUIContent("<None>"),
t.character);
SayDialog dialog = FungusCommandEditor.ObjectField<SayDialog>(new GUIContent("Say Dialog", "Dialog to use when displaying Say command story text"),
new GUIContent("<Default>"),
t.dialog);
AudioClip voiceOverClip = EditorGUILayout.ObjectField(new GUIContent("Voice Over Clip", "Voice over audio to play when the say text is displayed"),
t.voiceOverClip,
typeof(AudioClip),
true) as AudioClip;
bool showOnce = EditorGUILayout.Toggle(new GUIContent("Show Once", "Show this text once and never show it again."), t.showOnce);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(t, "Set Say");
t.storyText = text;
t.character = character;
t.dialog = dialog;
t.voiceOverClip = voiceOverClip;
t.showOnce = showOnce;
}
}
}
}