using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; using Fungus; public class FungusEditorWindow : EditorWindow { private List windowSequenceMap = new List(); private Vector2 scrollPos; // ScrollViews use a Vector2 to track the state of each scroll bar private GameObject cachedSelection; [MenuItem("Window/Fungus Editor")] static void Init() { GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor"); } public void OnInspectorUpdate() { Repaint(); } SequenceController GetSequenceController() { GameObject activeObject = Selection.activeGameObject; while (activeObject != null) { SequenceController sequenceController = activeObject.GetComponent(); Sequence sequence = activeObject.GetComponent(); if (sequenceController != null) { // Found sequence controller return sequenceController; } else if (sequence != null && sequence.transform.parent != null) { // Check parent for sequence controller activeObject = sequence.transform.parent.gameObject; } else { activeObject = null; } } return null; } void OnGUI() { SequenceController sequenceController = GetSequenceController(); if (sequenceController == null) { return; } // BeginScrollView lets you specify a region that 'looks into' a much larger area. In this case, we create a canvas // 1000px X 1000px in size that's constrained to the same region as the EditorWindow. If the scrollbars are modified, // the new values are stored in the Vector2 that's returned. // http://docs.unity3d.com/Documentation/ScriptReference/GUI.BeginScrollView.html scrollPos = GUI.BeginScrollView(new Rect(0, 0, position.width, position.height), scrollPos, new Rect(0, 0, 1000, 1000)); // In games, GUI.Window pops up a window on your screen. In the Editor, GUI.Window shows a sub-window inside an EditorWindow. // All calls to GUI.Window need to be wrapped in a BeginWindows / EndWindows pair. // http://docs.unity3d.com/Documentation/ScriptReference/EditorWindow.BeginWindows.html BeginWindows(); Sequence[] sequences = sequenceController.GetComponentsInChildren(); windowSequenceMap.Clear(); for (int i = 0; i < sequences.Length; ++i) { Sequence sequence = sequences[i]; sequence.nodeRect = GUI.Window(i, sequence.nodeRect, DrawWindow, sequence.name); windowSequenceMap.Add(sequence); } // Draw connections foreach (Sequence s in windowSequenceMap) { DrawConnections(s, false); } foreach (Sequence s in windowSequenceMap) { DrawConnections(s, true); } EndWindows(); GUI.EndScrollView(); } void DrawWindow(int windowId) { // Select game object when node is clicked if (Event.current.button == 0 && Event.current.type == EventType.MouseUp) { if (windowId < windowSequenceMap.Count) { Sequence s = windowSequenceMap[windowId]; if (s != null) { Selection.activeGameObject = s.gameObject; } } } if (FungusCommandEditor.selectedCommand != null) { if (Selection.activeGameObject == null) { FungusCommandEditor.selectedCommand = null; } else { FungusCommand command = Selection.activeGameObject.GetComponent(); if (command == null) { FungusCommandEditor.selectedCommand = null; } else if (command.gameObject != FungusCommandEditor.selectedCommand.gameObject) { FungusCommandEditor.selectedCommand = null; } } } Sequence sequence = windowSequenceMap[windowId]; GUIStyle style = new GUIStyle(GUI.skin.button); FungusCommand[] commands = sequence.gameObject.GetComponents(); foreach (FungusCommand command in commands) { string commandName = command.GetType().Name; commandName = commandName.Replace("Command", ""); if (command.errorMessage.Length > 0) { GUI.backgroundColor = Color.red; } else if (command.IsExecuting()) { GUI.backgroundColor = Color.yellow; } else { GUI.backgroundColor = Color.white; } if (GUILayout.Button(commandName, style, GUILayout.ExpandWidth(true))) { // Highlight the command in inspector FungusCommandEditor.selectedCommand = command; EditorUtility.SetDirty( command ); } } GUI.DragWindow(); } void DrawConnections(Sequence sequence, bool highlightedOnly) { List connectedSequences = new List(); FungusCommand[] commands = sequence.GetComponentsInChildren(); foreach (FungusCommand command in commands) { bool isExecuting = command.IsExecuting(); if (highlightedOnly && !isExecuting || !highlightedOnly && isExecuting) { continue; } connectedSequences.Clear(); command.GetConnectedSequences(ref connectedSequences); foreach (Sequence sequenceB in connectedSequences) { Rect rectA = sequence.nodeRect; Rect rectB = sequenceB.nodeRect; Vector2 pointA; Vector2 pointB; Vector2 p1 = rectA.center; Vector2 p2 = rectB.center; GLDraw.segment_rect_intersection(rectA, ref p1, ref p2); pointA = p2; p1 = rectB.center; p2 = rectA.center; GLDraw.segment_rect_intersection(rectB, ref p1, ref p2); pointB = p2; Color color = Color.grey; if (command.IsExecuting()) { color = Color.yellow; } GLDraw.DrawConnectingCurve(pointA, pointB, color, 2); } } } }