An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Rotorz.ReorderableList;
namespace Fungus
{
[CustomEditor (typeof(Sequence))]
public class SequenceEditor : Editor
{
SerializedProperty sequenceNameProp;
SerializedProperty descriptionProp;
void OnEnable()
{
descriptionProp = serializedObject.FindProperty("description");
}
public void DrawSequenceGUI(FungusScript fungusScript)
{
if (fungusScript.selectedSequence == null)
{
return;
}
serializedObject.Update();
Sequence sequence = fungusScript.selectedSequence;
EditorGUI.BeginChangeCheck();
string sequenceName = EditorGUILayout.TextField(new GUIContent("Name", "Name of sequence object"), sequence.gameObject.name);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(sequence.gameObject, "Set Sequence Name");
sequence.gameObject.name = sequenceName;
}
EditorGUILayout.PropertyField(descriptionProp);
EditorGUILayout.Separator();
UpdateIndentLevels(sequence);
ReorderableListGUI.Title("Command Sequence");
SerializedProperty commandListProperty = serializedObject.FindProperty("commandList");
CommandListAdaptor adaptor = new CommandListAdaptor(commandListProperty, 0);
ReorderableListControl.DrawControlFromState(adaptor, null, 0);
if (Application.isPlaying)
{
serializedObject.ApplyModifiedProperties();
return;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
// Build list of categories
List<string> categories = new List<string>();
List<System.Type> subTypes = EditorExtensions.FindDerivedTypes(typeof(Command)).ToList();
foreach(System.Type type in subTypes)
{
object[] attributes = type.GetCustomAttributes(false);
foreach (object obj in attributes)
{
CommandInfoAttribute categoryAttr = obj as CommandInfoAttribute;
if (categoryAttr != null)
{
if (!categories.Contains(categoryAttr.Category))
{
categories.Add(categoryAttr.Category);
}
}
}
}
categories.Sort();
GUILayout.Label("New Command");
GUILayout.FlexibleSpace();
// We should probably use SerializedProperty for the category & command index but there's no real benefit to doing so
int selectedCategoryIndex = EditorGUILayout.Popup(fungusScript.selectedCommandCategoryIndex, categories.ToArray());
List<string> commandNames = new List<string>();
List<System.Type> commandTypes = new List<System.Type>();
string categoryName = categories[selectedCategoryIndex];
foreach (System.Type type in subTypes)
{
CommandInfoAttribute commandInfoAttr = CommandEditor.GetCommandInfo(type);
if (commandInfoAttr == null)
{
continue;
}
if (categoryName == commandInfoAttr.Category)
{
commandNames.Add(commandInfoAttr.CommandName);
commandTypes.Add(type);
}
}
int selectedCommandIndex = EditorGUILayout.Popup(fungusScript.selectedAddCommandIndex, commandNames.ToArray());
if (selectedCategoryIndex != fungusScript.selectedCommandCategoryIndex)
{
// Default to first item in list if category has changed
selectedCommandIndex = 0;
}
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(fungusScript, "Select Command");
fungusScript.selectedCommandCategoryIndex = selectedCategoryIndex;
fungusScript.selectedAddCommandIndex = selectedCommandIndex;
}
if (selectedCommandIndex >= commandTypes.Count)
{
return;
}
System.Type selectedType = commandTypes[selectedCommandIndex];
if (fungusScript.selectedSequence == null ||
selectedType == null)
{
serializedObject.ApplyModifiedProperties();
return;
}
fungusScript.selectedAddCommandType = selectedType;
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (fungusScript.copyCommand != null)
{
if (GUILayout.Button("Paste"))
{
fungusScript.selectedCommand = CommandEditor.PasteCommand(fungusScript.copyCommand, fungusScript.selectedSequence);
}
}
EditorGUILayout.EndHorizontal();
CommandInfoAttribute infoAttr = CommandEditor.GetCommandInfo(selectedType);
if (infoAttr != null)
{
GUIStyle labelStyle = new GUIStyle(EditorStyles.miniLabel);
labelStyle.wordWrap = true;
EditorGUILayout.HelpBox(infoAttr.HelpText, MessageType.Info);
}
serializedObject.ApplyModifiedProperties();
}
void UpdateIndentLevels(Sequence sequence)
{
int indentLevel = 0;
foreach(Command command in sequence.commandList)
{
indentLevel += command.GetPreIndent();
command.indentLevel = Math.Max(indentLevel, 0);
indentLevel += command.GetPostIndent();
}
}
static public void SequenceField(SerializedProperty property, GUIContent label, GUIContent nullLabel, FungusScript fungusScript)
{
if (fungusScript == null)
{
return;
}
Sequence sequence = property.objectReferenceValue as Sequence;
// Build dictionary of child sequences
List<GUIContent> sequenceNames = new List<GUIContent>();
int selectedIndex = 0;
sequenceNames.Add(nullLabel);
Sequence[] sequences = fungusScript.GetComponentsInChildren<Sequence>();
for (int i = 0; i < sequences.Length; ++i)
{
sequenceNames.Add(new GUIContent(sequences[i].name));
if (sequence == sequences[i])
{
selectedIndex = i + 1;
}
}
selectedIndex = EditorGUILayout.Popup(label, selectedIndex, sequenceNames.ToArray());
if (selectedIndex == 0)
{
sequence = null; // Option 'None'
}
else
{
sequence = sequences[selectedIndex - 1];
}
property.objectReferenceValue = sequence;
}
static public Sequence SequenceField(Rect position, GUIContent nullLabel, FungusScript fungusScript, Sequence sequence)
{
if (fungusScript == null)
{
return null;
}
Sequence result = sequence;
// Build dictionary of child sequences
List<GUIContent> sequenceNames = new List<GUIContent>();
int selectedIndex = 0;
sequenceNames.Add(nullLabel);
Sequence[] sequences = fungusScript.GetComponentsInChildren<Sequence>();
for (int i = 0; i < sequences.Length; ++i)
{
sequenceNames.Add(new GUIContent(sequences[i].name));
if (sequence == sequences[i])
{
selectedIndex = i + 1;
}
}
selectedIndex = EditorGUI.Popup(position, selectedIndex, sequenceNames.ToArray());
if (selectedIndex == 0)
{
result = null; // Option 'None'
}
else
{
result = sequences[selectedIndex - 1];
}
return result;
}
}
}