An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

139 lines
4.7 KiB

using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Rotorz.ReorderableList;
namespace Fungus
{
[CustomEditor (typeof(Say))]
public class SayEditor : CommandEditor
{
static public bool showTagHelp;
static public void DrawTagHelpLabel()
{
string tagsText = "\t{b} Bold Text {/b}\n" +
"\t{i} Italic Text {/i}\n" +
"\t{color=red} Color Text {/color}\n" +
"\t{w}, {w=0.5} Wait \n" +
"\t{wi} Wait for input\n" +
"\t{wc} Wait for input and clear\n" +
"\t{wp}, {wp=0.5} Wait on punctuation\n" +
"\t{c} Clear\n" +
"\t{s}, {s=60} Writing speed (chars per sec)\n" +
"\t{x} Exit\n" +
"\t{m} Broadcast message\n" +
"\t{$VarName} Substitute variable";
float pixelHeight = EditorStyles.miniLabel.CalcHeight(new GUIContent(tagsText), EditorGUIUtility.currentViewWidth);
EditorGUILayout.SelectableLabel(tagsText, EditorStyles.miniLabel, GUILayout.MinHeight(pixelHeight));
}
protected SerializedProperty characterProp;
protected SerializedProperty sayDialogProp;
protected SerializedProperty portraitProp;
protected SerializedProperty storyTextProp;
protected SerializedProperty voiceOverClipProp;
protected SerializedProperty showAlwaysProp;
protected SerializedProperty showCountProp;
protected virtual void OnEnable()
{
characterProp = serializedObject.FindProperty("character");
sayDialogProp = serializedObject.FindProperty("sayDialog");
portraitProp = serializedObject.FindProperty("portrait");
storyTextProp = serializedObject.FindProperty("storyText");
voiceOverClipProp = serializedObject.FindProperty("voiceOverClip");
showAlwaysProp = serializedObject.FindProperty("showAlways");
showCountProp = serializedObject.FindProperty("showCount");
}
public override void DrawCommandGUI()
{
serializedObject.Update();
Say t = target as Say;
bool showPortraits = false;
// Only show portrait selection if...
if (t.character != null && // Character is selected
t.character.portraits != null && // Character has a portraits field
t.character.portraits.Count > 0 && // Selected Character has at least 1 portrait
t.sayDialog != null && // Say Dialog is selected
t.sayDialog.characterImage != null) // Selected Say Dialog has a character image
{
showPortraits = true;
}
CommandEditor.ObjectField<Character>(characterProp,
new GUIContent("Character", "Character to display in dialog"),
new GUIContent("<None>"),
Character.activeCharacters);
CommandEditor.ObjectField<SayDialog>(sayDialogProp,
new GUIContent("Say Dialog", "Say Dialog object to use to display the story text"),
new GUIContent("<Default>"),
SayDialog.activeDialogs);
if (showPortraits)
{
CommandEditor.ObjectField<Sprite>(portraitProp,
new GUIContent("Portrait", "Portrait representing speaking character"),
new GUIContent("<None>"),
t.character.portraits);
}
else
{
t.portrait = null;
}
EditorGUILayout.PropertyField(storyTextProp);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Tag Help", "Show help info for tags"), new GUIStyle(EditorStyles.miniButton)))
{
showTagHelp = !showTagHelp;
}
EditorGUILayout.EndHorizontal();
if (showTagHelp)
{
DrawTagHelpLabel();
}
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(voiceOverClipProp,
new GUIContent("Voice Over Clip", "Voice over audio to play when the say text is displayed"));
EditorGUILayout.PropertyField(showAlwaysProp);
if (showAlwaysProp.boolValue == false)
{
EditorGUILayout.PropertyField(showCountProp);
}
if (showPortraits && t.portrait != null)
{
Texture2D characterTexture = t.portrait.texture;
float aspect = (float)characterTexture.width / (float)characterTexture.height;
Rect previewRect = GUILayoutUtility.GetAspectRect(aspect, GUILayout.Width(100), GUILayout.ExpandWidth(true));
CharacterEditor characterEditor = Editor.CreateEditor(t.character) as CharacterEditor;
characterEditor.DrawPreview(previewRect, characterTexture);
DestroyImmediate(characterEditor);
}
serializedObject.ApplyModifiedProperties();
}
}
}