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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Fungus;
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public class FungusEditorWindow : EditorWindow
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{
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private List<Sequence> windowSequenceMap = new List<Sequence>();
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private Vector2 scrollPos; // ScrollViews use a Vector2 to track the state of each scroll bar
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private GameObject cachedSelection;
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[MenuItem("Window/Fungus Editor")]
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static void Init()
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{
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GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor");
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}
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public void OnInspectorUpdate()
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{
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Repaint();
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}
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SequenceController GetSequenceController()
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{
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GameObject activeObject = Selection.activeGameObject;
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while (activeObject != null)
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{
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SequenceController sequenceController = activeObject.GetComponent<SequenceController>();
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Sequence sequence = activeObject.GetComponent<Sequence>();
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if (sequenceController != null)
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{
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// Found sequence controller
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return sequenceController;
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}
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else if (sequence != null &&
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sequence.transform.parent != null)
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{
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// Check parent for sequence controller
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activeObject = sequence.transform.parent.gameObject;
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}
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else
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{
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activeObject = null;
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}
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}
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return null;
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}
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void OnGUI()
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{
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SequenceController sequenceController = GetSequenceController();
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if (sequenceController == null)
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{
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return;
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}
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Sequence[] sequences = sequenceController.GetComponentsInChildren<Sequence>();
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Rect scrollViewRect = new Rect();
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foreach (Sequence s in sequences)
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{
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scrollViewRect.xMin = Mathf.Min(scrollViewRect.xMin, s.nodeRect.xMin);
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scrollViewRect.xMax = Mathf.Max(scrollViewRect.xMax, s.nodeRect.xMax);
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scrollViewRect.yMin = Mathf.Min(scrollViewRect.yMin, s.nodeRect.yMin);
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scrollViewRect.yMax = Mathf.Max(scrollViewRect.yMax, s.nodeRect.yMax);
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}
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// Empty buffer area around edges of scroll rect
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float bufferScale = 0.1f;
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scrollViewRect.xMin -= position.width * bufferScale;
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scrollViewRect.yMin -= position.height * bufferScale;
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scrollViewRect.xMax += position.width * bufferScale;
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scrollViewRect.yMax += position.height * bufferScale;
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scrollPos = GUI.BeginScrollView(new Rect(0, 0, position.width, position.height), scrollPos, scrollViewRect);
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// In games, GUI.Window pops up a window on your screen. In the Editor, GUI.Window shows a sub-window inside an EditorWindow.
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// All calls to GUI.Window need to be wrapped in a BeginWindows / EndWindows pair.
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// http://docs.unity3d.com/Documentation/ScriptReference/EditorWindow.BeginWindows.html
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BeginWindows();
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windowSequenceMap.Clear();
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for (int i = 0; i < sequences.Length; ++i)
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{
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Sequence sequence = sequences[i];
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sequence.nodeRect = GUI.Window(i, sequence.nodeRect, DrawWindow, sequence.name);
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windowSequenceMap.Add(sequence);
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}
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// Draw connections
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foreach (Sequence s in windowSequenceMap)
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{
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DrawConnections(s, false);
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}
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foreach (Sequence s in windowSequenceMap)
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{
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DrawConnections(s, true);
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}
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EndWindows();
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GUI.EndScrollView();
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string labelText = sequenceController.name;
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if (Application.isPlaying)
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{
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if (sequenceController.activeSequence == null)
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{
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labelText += ": Idle";
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}
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else
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{
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labelText += ": Active";
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}
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}
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else
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{
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labelText += ": Edit";
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}
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GUILayout.BeginVertical();
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GUILayout.FlexibleSpace();
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GUILayout.Label(labelText);
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GUILayout.Space(15);
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GUILayout.EndVertical();
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}
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void DrawWindow(int windowId)
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{
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// Select game object when node is clicked
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if (Event.current.button == 0 &&
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Event.current.type == EventType.MouseUp)
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{
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if (windowId < windowSequenceMap.Count)
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{
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Sequence s = windowSequenceMap[windowId];
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if (s != null)
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{
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Selection.activeGameObject = s.gameObject;
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}
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}
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}
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if (FungusCommandEditor.selectedCommand != null)
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{
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if (Selection.activeGameObject == null)
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{
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FungusCommandEditor.selectedCommand = null;
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}
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else
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{
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FungusCommand command = Selection.activeGameObject.GetComponent<FungusCommand>();
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if (command == null)
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{
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FungusCommandEditor.selectedCommand = null;
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}
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else if (command.gameObject != FungusCommandEditor.selectedCommand.gameObject)
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{
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FungusCommandEditor.selectedCommand = null;
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}
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}
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}
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Sequence sequence = windowSequenceMap[windowId];
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GUIStyle style = new GUIStyle(GUI.skin.button);
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FungusCommand[] commands = sequence.gameObject.GetComponents<FungusCommand>();
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foreach (FungusCommand command in commands)
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{
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string commandName = command.GetType().Name;
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commandName = commandName.Replace("Command", "");
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if (command.errorMessage.Length > 0)
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{
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GUI.backgroundColor = Color.red;
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}
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else if (ShouldHighlight(command))
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{
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GUI.backgroundColor = Color.yellow;
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}
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else
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{
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GUI.backgroundColor = Color.white;
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}
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if (GUILayout.Button(commandName, style, GUILayout.ExpandWidth(true)))
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{
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// Highlight the command in inspector
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FungusCommandEditor.selectedCommand = command;
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}
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EditorUtility.SetDirty( command );
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}
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GUI.DragWindow();
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}
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void DrawConnections(Sequence sequence, bool highlightedOnly)
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{
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List<Sequence> connectedSequences = new List<Sequence>();
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FungusCommand[] commands = sequence.GetComponentsInChildren<FungusCommand>();
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foreach (FungusCommand command in commands)
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{
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bool highlight = ShouldHighlight(command);
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if (highlightedOnly && !highlight ||
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!highlightedOnly && highlight)
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{
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continue;
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}
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connectedSequences.Clear();
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command.GetConnectedSequences(ref connectedSequences);
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foreach (Sequence sequenceB in connectedSequences)
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{
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Rect rectA = sequence.nodeRect;
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Rect rectB = sequenceB.nodeRect;
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Vector2 pointA;
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Vector2 pointB;
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Vector2 p1 = rectA.center;
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Vector2 p2 = rectB.center;
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GLDraw.segment_rect_intersection(rectA, ref p1, ref p2);
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pointA = p2;
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p1 = rectB.center;
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p2 = rectA.center;
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GLDraw.segment_rect_intersection(rectB, ref p1, ref p2);
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pointB = p2;
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Color color = Color.grey;
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if (highlight)
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{
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color = Color.yellow;
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}
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GLDraw.DrawConnectingCurve(pointA, pointB, color, 2);
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}
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}
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}
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bool ShouldHighlight(FungusCommand command)
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{
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return (command.IsExecuting() || (FungusCommandEditor.selectedCommand == command));
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}
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}
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