An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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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 storyTextProp;
protected SerializedProperty characterProp;
protected SerializedProperty sayDialogProp;
protected SerializedProperty voiceOverClipProp;
protected SerializedProperty showAlwaysProp;
protected SerializedProperty showCountProp;
protected virtual void OnEnable()
{
storyTextProp = serializedObject.FindProperty("storyText");
characterProp = serializedObject.FindProperty("character");
sayDialogProp = serializedObject.FindProperty("sayDialog");
voiceOverClipProp = serializedObject.FindProperty("voiceOverClip");
showAlwaysProp = serializedObject.FindProperty("showAlways");
showCountProp = serializedObject.FindProperty("showCount");
}
public override void DrawCommandGUI()
{
serializedObject.Update();
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);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(storyTextProp);
EditorGUILayout.EndHorizontal();
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);
}
Say t = target as Say;
if (t.character != null &&
t.character.profileSprite != null &&
t.character.profileSprite.texture != null)
{
Texture2D characterTexture = t.character.profileSprite.texture;
float aspect = (float)characterTexture.width / (float)characterTexture.height;
Rect previewRect = GUILayoutUtility.GetAspectRect(aspect, GUILayout.Width(250), GUILayout.ExpandWidth(true));
CharacterEditor characterEditor = Editor.CreateEditor(t.character) as CharacterEditor;
characterEditor.DrawPreview(previewRect, characterTexture);
DestroyImmediate(characterEditor);
}
serializedObject.ApplyModifiedProperties();
}
}
}