An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using UnityEditorInternal;
namespace Fungus.EditorUtils
{
[CustomEditor (typeof(Command), true)]
public class CommandEditor : Editor
{
#region statics
public static Command selectedCommand;
public static CommandInfoAttribute GetCommandInfo(System.Type commandType)
{
CommandInfoAttribute retval = null;
object[] attributes = commandType.GetCustomAttributes(typeof(CommandInfoAttribute), false);
foreach (object obj in attributes)
{
CommandInfoAttribute commandInfoAttr = obj as CommandInfoAttribute;
if (commandInfoAttr != null)
{
if (retval == null)
retval = commandInfoAttr;
else if (retval.Priority < commandInfoAttr.Priority)
retval = commandInfoAttr;
}
}
return retval;
}
#endregion statics
private Dictionary<string, ReorderableList> reorderableLists;
public virtual void OnEnable()
{
reorderableLists = new Dictionary<string, ReorderableList>();
}
public virtual void DrawCommandInspectorGUI()
{
Command t = target as Command;
if (t == null)
{
return;
}
var flowchart = (Flowchart)t.GetFlowchart();
if (flowchart == null)
{
return;
}
CommandInfoAttribute commandInfoAttr = CommandEditor.GetCommandInfo(t.GetType());
if (commandInfoAttr == null)
{
return;
}
GUILayout.BeginVertical(GUI.skin.box);
if (t.enabled)
{
if (flowchart.ColorCommands)
{
GUI.backgroundColor = t.GetButtonColor();
}
else
{
GUI.backgroundColor = Color.white;
}
}
else
{
GUI.backgroundColor = Color.grey;
}
GUILayout.BeginHorizontal(GUI.skin.button);
string commandName = commandInfoAttr.CommandName;
GUILayout.Label(commandName, GUILayout.MinWidth(80), GUILayout.ExpandWidth(true));
GUILayout.FlexibleSpace();
GUILayout.Label(new GUIContent("(" + t.ItemId + ")"));
GUILayout.Space(10);
GUI.backgroundColor = Color.white;
bool enabled = t.enabled;
enabled = GUILayout.Toggle(enabled, new GUIContent());
if (t.enabled != enabled)
{
Undo.RecordObject(t, "Set Enabled");
t.enabled = enabled;
}
GUILayout.EndHorizontal();
GUI.backgroundColor = Color.white;
EditorGUILayout.Separator();
DrawCommandGUI();
EditorGUILayout.Separator();
if (t.ErrorMessage.Length > 0)
{
GUIStyle style = new GUIStyle(GUI.skin.label);
style.normal.textColor = new Color(1,0,0);
EditorGUILayout.LabelField(new GUIContent("Error: " + t.ErrorMessage), style);
}
GUILayout.EndVertical();
// Display help text
CommandInfoAttribute infoAttr = CommandEditor.GetCommandInfo(t.GetType());
if (infoAttr != null)
{
EditorGUILayout.HelpBox(infoAttr.HelpText, MessageType.Info, true);
}
}
public virtual void DrawCommandGUI()
{
Command t = target as Command;
// Code below was copied from here
// http://answers.unity3d.com/questions/550829/how-to-add-a-script-field-in-custom-inspector.html
// Users should not be able to change the MonoScript for the command using the usual Script field.
// Doing so could cause block.commandList to contain null entries.
// To avoid this we manually display all properties, except for m_Script.
serializedObject.Update();
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
while (iterator.NextVisible(enterChildren))
{
enterChildren = false;
if (iterator.name == "m_Script")
{
continue;
}
if (!t.IsPropertyVisible(iterator.name))
{
continue;
}
if (iterator.isArray &&
t.IsReorderableArray(iterator.name))
{
ReorderableList reordList = null;
reorderableLists.TryGetValue(iterator.displayName, out reordList);
if(reordList == null)
{
var locSerProp = iterator.Copy();
//create and insert
reordList = new ReorderableList(serializedObject, locSerProp, true, false, true, true)
{
drawHeaderCallback = (Rect rect) =>
{
EditorGUI.LabelField(rect, locSerProp.displayName);
}
};
reorderableLists.Add(iterator.displayName, reordList);
}
reordList.DoLayoutList();
}
else
{
EditorGUILayout.PropertyField(iterator, true, new GUILayoutOption[0]);
}
}
serializedObject.ApplyModifiedProperties();
}
public static void ObjectField<T>(SerializedProperty property, GUIContent label, GUIContent nullLabel, List<T> objectList) where T : Object
{
if (property == null)
{
return;
}
List<GUIContent> objectNames = new List<GUIContent>();
T selectedObject = property.objectReferenceValue as T;
int selectedIndex = -1; // Invalid index
// First option in list is <None>
objectNames.Add(nullLabel);
if (selectedObject == null)
{
selectedIndex = 0;
}
for (int i = 0; i < objectList.Count; ++i)
{
if (objectList[i] == null) continue;
objectNames.Add(new GUIContent(objectList[i].name));
if (selectedObject == objectList[i])
{
selectedIndex = i + 1;
}
}
T result;
selectedIndex = EditorGUILayout.Popup(label, selectedIndex, objectNames.ToArray());
if (selectedIndex == -1)
{
// Currently selected object is not in list, but nothing else was selected so no change.
return;
}
else if (selectedIndex == 0)
{
result = null; // Null option
}
else
{
result = objectList[selectedIndex - 1];
}
property.objectReferenceValue = result;
}
// When modifying custom editor code you can occasionally end up with orphaned editor instances.
// When this happens, you'll get a null exception error every time the scene serializes / deserialized.
// Once this situation occurs, the only way to fix it is to restart the Unity editor.
//
// As a workaround, this function detects if this command editor is an orphan and deletes it.
// To use it, just call this function at the top of the OnEnable() method in your custom editor.
protected virtual bool NullTargetCheck()
{
try
{
// The serializedObject accessor create a new SerializedObject if needed.
// However, this will fail with a null exception if the target object no longer exists.
#pragma warning disable 0219
SerializedObject so = serializedObject;
}
catch (System.NullReferenceException)
{
DestroyImmediate(this);
return true;
}
return false;
}
}
}