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.Collections;
using System.Collections.Generic;
using Fungus;
using Rotorz.ReorderableList;
using System.Linq;
namespace Fungus.Script
{
[CustomEditor (typeof(FungusScript))]
public class FungusScriptEditor : Editor
{
SerializedProperty variablesProperty;
void OnEnable()
{
variablesProperty = serializedObject.FindProperty("variables");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
FungusScript t = target as FungusScript;
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Open Fungus Editor"))
{
EditorWindow.GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor");
}
if (GUILayout.Button("New Sequence"))
{
GameObject go = new GameObject("Sequence");
go.transform.parent = t.transform;
Sequence s = go.AddComponent<Sequence>();
FungusEditorWindow fungusEditorWindow = EditorWindow.GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor") as FungusEditorWindow;
s.nodeRect.x = fungusEditorWindow.scrollPos.x;
s.nodeRect.y = fungusEditorWindow.scrollPos.y;
Undo.RegisterCreatedObjectUndo(go, "Sequence");
Selection.activeGameObject = go;
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUIContent stepTimeLabel = new GUIContent("Step Time", "Minimum time to execute each step");
t.stepTime = EditorGUILayout.FloatField(stepTimeLabel, t.stepTime);
GUIContent startSequenceLabel = new GUIContent("Start Sequence", "Sequence to be executed when controller starts.");
t.startSequence = SequenceEditor.SequenceField(startSequenceLabel, t, t.startSequence);
GUIContent startAutomaticallyLabel = new GUIContent("Start Automatically", "Start this Fungus Script when the scene starts.");
t.startAutomatically = EditorGUILayout.Toggle(startAutomaticallyLabel, t.startAutomatically);
if (t.startSequence == null)
{
GUIStyle style = new GUIStyle(GUI.skin.label);
style.normal.textColor = new Color(1,0,0);
EditorGUILayout.LabelField(new GUIContent("Error: Please select a Start Sequence"), style);
}
ReorderableListGUI.Title("Variables");
VariableListAdaptor adaptor = new VariableListAdaptor(variablesProperty, 0);
ReorderableListControl.DrawControlFromState(adaptor, null, ReorderableListFlags.DisableContextMenu | ReorderableListFlags.HideAddButton);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Add Variable"))
{
GenericMenu menu = new GenericMenu ();
menu.AddItem(new GUIContent ("Boolean"), false, AddBooleanVariable, t);
menu.AddItem (new GUIContent ("Integer"), false, AddIntegerVariable, t);
menu.AddItem (new GUIContent ("Float"), false, AddFloatVariable, t);
menu.AddItem (new GUIContent ("String"), false, AddStringVariable, t);
menu.ShowAsContext ();
}
GUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
}
void AddBooleanVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
Variable variable = new Variable();
variable.key = MakeUniqueKey(fungusScript);
variable.type = VariableType.Boolean;
fungusScript.variables.Add(variable);
}
void AddIntegerVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
Variable variable = new Variable();
variable.key = MakeUniqueKey(fungusScript);
variable.type = VariableType.Integer;
fungusScript.variables.Add(variable);
}
void AddFloatVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
Variable variable = new Variable();
variable.key = MakeUniqueKey(fungusScript);
variable.type = VariableType.Float;
fungusScript.variables.Add(variable);
}
void AddStringVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
Variable variable = new Variable();
variable.key = MakeUniqueKey(fungusScript);
variable.type = VariableType.String;
fungusScript.variables.Add(variable);
}
string MakeUniqueKey(FungusScript fungusScript)
{
int index = 0;
while (true)
{
string key = "Var" + index;
bool found = false;
foreach(Variable variable in fungusScript.variables)
{
if (variable.key == key)
{
found = true;
index++;
}
}
if (!found)
{
return key;
}
}
}
}
}