// 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 System.Linq; using System.Reflection; namespace Fungus.EditorUtils { [CustomEditor (typeof(Flowchart))] public class FlowchartEditor : Editor { protected SerializedProperty descriptionProp; protected SerializedProperty colorCommandsProp; protected SerializedProperty hideComponentsProp; protected SerializedProperty stepPauseProp; protected SerializedProperty saveSelectionProp; protected SerializedProperty localizationIdProp; protected SerializedProperty variablesProp; protected SerializedProperty showLineNumbersProp; protected SerializedProperty hideCommandsProp; protected SerializedProperty luaEnvironmentProp; protected SerializedProperty luaBindingNameProp; protected Texture2D addTexture; protected VariableListAdaptor variableListAdaptor; protected virtual void OnEnable() { if (NullTargetCheck()) // Check for an orphaned editor instance return; descriptionProp = serializedObject.FindProperty("description"); colorCommandsProp = serializedObject.FindProperty("colorCommands"); hideComponentsProp = serializedObject.FindProperty("hideComponents"); stepPauseProp = serializedObject.FindProperty("stepPause"); saveSelectionProp = serializedObject.FindProperty("saveSelection"); localizationIdProp = serializedObject.FindProperty("localizationId"); variablesProp = serializedObject.FindProperty("variables"); showLineNumbersProp = serializedObject.FindProperty("showLineNumbers"); hideCommandsProp = serializedObject.FindProperty("hideCommands"); luaEnvironmentProp = serializedObject.FindProperty("luaEnvironment"); luaBindingNameProp = serializedObject.FindProperty("luaBindingName"); addTexture = FungusEditorResources.AddSmall; variableListAdaptor = new VariableListAdaptor(variablesProp, target as Flowchart); } public override void OnInspectorGUI() { serializedObject.Update(); var flowchart = target as Flowchart; flowchart.UpdateHideFlags(); EditorGUILayout.PropertyField(descriptionProp); EditorGUILayout.PropertyField(colorCommandsProp); EditorGUILayout.PropertyField(hideComponentsProp); EditorGUILayout.PropertyField(stepPauseProp); EditorGUILayout.PropertyField(saveSelectionProp); EditorGUILayout.PropertyField(localizationIdProp); EditorGUILayout.PropertyField(showLineNumbersProp); EditorGUILayout.PropertyField(luaEnvironmentProp); EditorGUILayout.PropertyField(luaBindingNameProp); // Show list of commands to hide in Add Command menu //ReorderableListGUI.Title(new GUIContent(hideCommandsProp.displayName, hideCommandsProp.tooltip)); //ReorderableListGUI.ListField(hideCommandsProp); EditorGUILayout.PropertyField(hideCommandsProp, new GUIContent(hideCommandsProp.displayName, hideCommandsProp.tooltip), true); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button(new GUIContent("Open Flowchart Window", "Opens the Flowchart Window"))) { EditorWindow.GetWindow(typeof(FlowchartWindow), false, "Flowchart"); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); serializedObject.ApplyModifiedProperties(); //Show the variables in the flowchart inspector GUILayout.Space(20); DrawVariablesGUI(false, Mathf.FloorToInt(EditorGUIUtility.currentViewWidth) - VariableListAdaptor.ReorderListSkirts); } public virtual void DrawVariablesGUI(bool showVariableToggleButton, int w) { var t = target as Flowchart; if(t == null) { return; } serializedObject.Update(); if (t.Variables.Count == 0) { t.VariablesExpanded = true; //showVariableToggleButton = true; } if (showVariableToggleButton && !t.VariablesExpanded) { if (GUILayout.Button ("Variables (" + t.Variables.Count + ")", GUILayout.Height(24))) { t.VariablesExpanded = true; } // Draw disclosure triangle Rect lastRect = GUILayoutUtility.GetLastRect(); lastRect.x += 5; lastRect.y += 5; EditorGUI.Foldout(lastRect, false, ""); } else { // Remove any null variables from the list // Can sometimes happen when upgrading to a new version of Fungus (if .meta GUID changes for a variable class) for (int i = t.Variables.Count - 1; i >= 0; i--) { if (t.Variables[i] == null) { t.Variables.RemoveAt(i); } } variableListAdaptor.DrawVarList(w); } serializedObject.ApplyModifiedProperties(); } public static List FindAllDerivedTypes() { return FindAllDerivedTypes(Assembly.GetAssembly(typeof(T))); } public static List FindAllDerivedTypes(Assembly assembly) { var derivedType = typeof(T); return assembly .GetTypes() .Where(t => t != derivedType && derivedType.IsAssignableFrom(t) ).ToList(); } /// /// 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 editor is an orphan and deletes it. /// protected virtual bool NullTargetCheck() { try { // The serializedObject accessor creates 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; } } }