An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// Adapted from the Unity Test Tools project (MIT license)
// https://bitbucket.org/Unity-Technologies/unitytesttools/src/a30d562427e9/Assets/UnityTestTools/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Fungus
{
[CustomEditor(typeof(LuaScript))]
public class LuaScriptEditor : Editor
{
private readonly DropDownControl<Type> m_ComparerDropDown = new DropDownControl<Type>();
#region GUI Contents
private readonly GUIContent m_GUIExecuteAfterTimeGuiContent = new GUIContent("Execute after (seconds)", "After how many seconds the script should be executed");
private readonly GUIContent m_GUIRepeatExecuteTimeGuiContent = new GUIContent("Repeat execute", "Should the execution be repeated.");
private readonly GUIContent m_GUIRepeatEveryTimeGuiContent = new GUIContent("Frequency of repetitions", "How often should the execution be done");
private readonly GUIContent m_GUIExecuteAfterFramesGuiContent = new GUIContent("Execute after (frames)", "After how many frames the script should be executed");
private readonly GUIContent m_GUIRepeatExecuteFrameGuiContent = new GUIContent("Repeat execution", "Should the execution be repeated.");
#endregion
protected SerializedProperty luaEnvironmentProp;
protected SerializedProperty runAsCoroutineProp;
protected SerializedProperty luaFileProp;
protected SerializedProperty luaScriptProp;
protected SerializedProperty useFungusModuleProp;
protected List<TextAsset> luaFiles = new List<TextAsset>();
public LuaScriptEditor()
{
m_ComparerDropDown.convertForButtonLabel = type => type.Name;
m_ComparerDropDown.convertForGUIContent = type => type.Name;
m_ComparerDropDown.ignoreConvertForGUIContent = types => false;
m_ComparerDropDown.tooltip = "Comparer that will be used to compare values and determine the result of assertion.";
}
public virtual void OnEnable()
{
luaEnvironmentProp = serializedObject.FindProperty("luaEnvironment");
runAsCoroutineProp = serializedObject.FindProperty("runAsCoroutine");
luaFileProp = serializedObject.FindProperty("luaFile");
luaScriptProp = serializedObject.FindProperty("luaScript");
useFungusModuleProp = serializedObject.FindProperty("useFungusModule");
// Make a note of all Lua files in the project resources
object[] result = Resources.LoadAll("Lua", typeof(TextAsset));
luaFiles.Clear();
foreach (object res in result)
{
TextAsset ta = res as TextAsset;
// Ignore the built-in modules as you'll never want to execute these
if (ta == null ||
ta.name == "fungus" ||
ta.name == "inspect")
{
continue;
}
luaFiles.Add(ta);
}
}
public override void OnInspectorGUI()
{
var fungusInvoke = (LuaScript)target;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel(new GUIContent("On Event"));
fungusInvoke.executeMethods = (LuaScript.ExecuteMethod)EditorGUILayout.EnumMaskField(fungusInvoke.executeMethods,
EditorStyles.popup,
GUILayout.ExpandWidth(false));
EditorGUILayout.EndHorizontal();
if (fungusInvoke.IsExecuteMethodSelected(LuaScript.ExecuteMethod.AfterPeriodOfTime))
{
DrawOptionsForAfterPeriodOfTime(fungusInvoke);
}
if (fungusInvoke.IsExecuteMethodSelected(LuaScript.ExecuteMethod.Update))
{
DrawOptionsForOnUpdate(fungusInvoke);
}
if (Application.isPlaying)
{
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Execute Now", "Execute the Lua script immediately.")))
{
fungusInvoke.Execute();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
}
serializedObject.Update();
EditorGUILayout.PropertyField(luaEnvironmentProp);
EditorGUILayout.PropertyField(runAsCoroutineProp);
EditorGUILayout.PropertyField(useFungusModuleProp);
int selected = 0;
List<GUIContent> options = new List<GUIContent>();
options.Add(new GUIContent("<Lua Script>"));
int index = 1;
if (luaFiles != null)
{
foreach (TextAsset textAsset in luaFiles)
{
options.Add(new GUIContent(textAsset.name));
if (luaFileProp.objectReferenceValue == textAsset)
{
selected = index;
}
index++;
}
}
selected = EditorGUILayout.Popup(new GUIContent("Execute Lua", "Lua file or script to execute."), selected, options.ToArray());
if (selected == 0)
{
luaFileProp.objectReferenceValue = null;
}
else
{
luaFileProp.objectReferenceValue = luaFiles[selected - 1];
}
if (luaFileProp.objectReferenceValue == null)
{
EditorGUILayout.PropertyField(luaScriptProp);
}
else
{
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Open in Editor", "Open this Lua file in the external text editor.")))
{
string path = AssetDatabase.GetAssetPath(luaFileProp.objectReferenceValue);
UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal(path, 0);
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
}
serializedObject.ApplyModifiedProperties();
}
private void DrawOptionsForAfterPeriodOfTime(LuaScript script)
{
EditorGUILayout.Space();
script.executeAfterTime = EditorGUILayout.FloatField(m_GUIExecuteAfterTimeGuiContent,
script.executeAfterTime);
if (script.executeAfterTime < 0)
script.executeAfterTime = 0;
script.repeatExecuteTime = EditorGUILayout.Toggle(m_GUIRepeatExecuteTimeGuiContent,
script.repeatExecuteTime);
if (script.repeatExecuteTime)
{
script.repeatEveryTime = EditorGUILayout.FloatField(m_GUIRepeatEveryTimeGuiContent,
script.repeatEveryTime);
if (script.repeatEveryTime < 0)
script.repeatEveryTime = 0;
}
}
private void DrawOptionsForOnUpdate(LuaScript script)
{
EditorGUILayout.Space();
script.executeAfterFrames = EditorGUILayout.IntField(m_GUIExecuteAfterFramesGuiContent,
script.executeAfterFrames);
if (script.executeAfterFrames < 1)
script.executeAfterFrames = 1;
script.repeatExecuteFrame = EditorGUILayout.Toggle(m_GUIRepeatExecuteFrameGuiContent,
script.repeatExecuteFrame);
if (script.repeatExecuteFrame)
{
script.repeatEveryFrame = EditorGUILayout.IntField(m_GUIRepeatEveryTimeGuiContent,
script.repeatEveryFrame);
if (script.repeatEveryFrame < 1)
script.repeatEveryFrame = 1;
}
}
}
}