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
{
public void OnInspectorUpdate()
{
Repaint();
}
public override void OnInspectorGUI()
{
FungusScript t = target as FungusScript;
if (t != null)
{
t.transform.hideFlags = HideFlags.None;
}
EditorGUI.BeginChangeCheck();
float stepTime = EditorGUILayout.FloatField(new GUIContent("Step Time", "Minimum time to execute each step"), t.stepTime);
Sequence startSequence = SequenceEditor.SequenceField(new GUIContent("Start Sequence", "Sequence to be executed when controller starts."),
new GUIContent("<None>"),
t,
t.startSequence);
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);
}
bool startAutomatically = EditorGUILayout.Toggle(new GUIContent("Start Automatically", "Start this Fungus Script when the scene starts."), t.startAutomatically);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(t, "Set Fungus Script");
t.stepTime = stepTime;
t.startSequence = startSequence;
t.startAutomatically = startAutomatically;
}
EditorGUILayout.Separator();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Open Editor"))
{
EditorWindow.GetWindow(typeof(FungusScriptWindow), false, "Fungus Script");
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
EditorGUILayout.Separator();
DrawVariablesGUI();
}
public void DrawSequenceGUI(FungusScript fungusScript)
{
if (fungusScript.selectedSequence == null)
{
return;
}
Sequence sequence = fungusScript.selectedSequence;
EditorGUI.BeginChangeCheck();
string name = EditorGUILayout.TextField(new GUIContent("Name", "Name of sequence displayed in editor window"), sequence.name);
string desc = EditorGUILayout.TextField(new GUIContent("Description", "Sequence description displayed in editor window"), sequence.description);
EditorGUILayout.Separator();
if (name != sequence.name)
{
// The name is the gameobject name, so have to undo seperately
Undo.RecordObject(sequence.gameObject, "Set Sequence Name");
sequence.name = name;
}
if (desc != sequence.description)
{
Undo.RecordObject(sequence, "Set Sequence Description");
sequence.description = desc;
}
GUI.backgroundColor = Color.yellow;
GUILayout.Box("Commands", GUILayout.ExpandWidth(true));
GUI.backgroundColor = Color.white;
FungusCommand[] commands = sequence.GetComponents<FungusCommand>();
int index = 1;
foreach (FungusCommand command in commands)
{
FungusCommandEditor commandEditor = Editor.CreateEditor(command) as FungusCommandEditor;
commandEditor.DrawInspectorGUI(index++);
}
if (Application.isPlaying)
{
return;
}
EditorGUILayout.Separator();
GUI.backgroundColor = Color.yellow;
GUILayout.Box("New Command", GUILayout.ExpandWidth(true));
GUI.backgroundColor = Color.white;
// Build list of categories
List<System.Type> commandTypes = EditorExtensions.FindDerivedTypes(typeof(FungusCommand)).ToList();
if (commandTypes.Count == 0)
{
return;
}
List<string> commandNames = new List<string>();
foreach(System.Type type in commandTypes)
{
commandNames.Add(GetCommandName(type));
}
EditorGUI.BeginChangeCheck();
int selectedCommandIndex = EditorGUILayout.Popup("Command", fungusScript.selectedCommandIndex, commandNames.ToArray());
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(fungusScript, "Select Command");
fungusScript.selectedCommandIndex = selectedCommandIndex;
}
System.Type selectedType = commandTypes[selectedCommandIndex];
if (selectedType == null)
{
return;
}
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Add Command", "Add the selected command to the sequence")))
{
Undo.AddComponent(sequence.gameObject, selectedType);
}
GUILayout.EndHorizontal();
EditorGUILayout.Separator();
object[] attributes = selectedType.GetCustomAttributes(typeof(HelpTextAttribute), false);
foreach (object obj in attributes)
{
HelpTextAttribute helpTextAttr = obj as HelpTextAttribute;
if (helpTextAttr != null)
{
GUIStyle labelStyle = new GUIStyle(EditorStyles.miniLabel);
labelStyle.wordWrap = true;
EditorGUILayout.HelpBox(helpTextAttr.HelpText, MessageType.Info);
break;
}
}
}
public void DrawVariablesGUI()
{
serializedObject.Update();
FungusScript t = target as FungusScript;
ReorderableListGUI.Title("Variables");
SerializedProperty variablesProperty = serializedObject.FindProperty("variables");
FungusVariableListAdaptor adaptor = new FungusVariableListAdaptor(variablesProperty, 0);
ReorderableListControl.DrawControlFromState(adaptor, null, ReorderableListFlags.DisableContextMenu | ReorderableListFlags.HideAddButton);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (!Application.isPlaying && GUILayout.Button("Add Variable"))
{
GenericMenu menu = new GenericMenu ();
menu.AddItem(new GUIContent ("Boolean"), false, AddVariable<BooleanVariable>, t);
menu.AddItem (new GUIContent ("Integer"), false, AddVariable<IntegerVariable>, t);
menu.AddItem (new GUIContent ("Float"), false, AddVariable<FloatVariable>, t);
menu.AddItem (new GUIContent ("String"), false, AddVariable<StringVariable>, t);
menu.ShowAsContext ();
}
GUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
}
void AddVariable<T>(object obj) where T : FungusVariable
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
Undo.RecordObject(fungusScript, "Add Variable");
T variable = fungusScript.gameObject.AddComponent<T>();
variable.key = fungusScript.GetUniqueVariableKey("");
fungusScript.variables.Add(variable);
}
public static string GetCommandName(System.Type commandType)
{
object[] attributes = commandType.GetCustomAttributes(typeof(CommandNameAttribute), false);
foreach (object obj in attributes)
{
CommandNameAttribute commandNameAttr = obj as CommandNameAttribute;
if (commandNameAttr != null)
{
return commandNameAttr.CommandName;
}
}
return commandType.Name;
}
}
}