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94 lines
3.1 KiB
94 lines
3.1 KiB
using UnityEditor; |
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using UnityEngine; |
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using System.Collections; |
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namespace Fungus |
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{ |
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[CustomEditor (typeof(Character))] |
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public class CharacterEditor : Editor |
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{ |
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protected Material spriteMaterial; |
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protected SerializedProperty nameTextProp; |
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protected SerializedProperty nameColorProp; |
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protected SerializedProperty sayDialogBoxProp; |
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protected SerializedProperty chooseDialogBoxProp; |
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protected SerializedProperty soundEffectProp; |
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protected SerializedProperty portraitsProp; |
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protected SerializedProperty notesProp; |
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protected virtual void OnEnable() |
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{ |
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nameTextProp = serializedObject.FindProperty ("nameText"); |
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nameColorProp = serializedObject.FindProperty ("nameColor"); |
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sayDialogBoxProp = serializedObject.FindProperty ("sayDialogBox"); |
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chooseDialogBoxProp = serializedObject.FindProperty ("chooseDialogBox"); |
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soundEffectProp = serializedObject.FindProperty ("soundEffect"); |
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portraitsProp = serializedObject.FindProperty ("portraits"); |
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notesProp = serializedObject.FindProperty ("notes"); |
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Shader shader = Shader.Find("Sprites/Default"); |
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if (shader != null) |
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{ |
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spriteMaterial = new Material(shader); |
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spriteMaterial.hideFlags = HideFlags.DontSave; |
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} |
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} |
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protected virtual void OnDisable() |
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{ |
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DestroyImmediate(spriteMaterial); |
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} |
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public override void OnInspectorGUI() |
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{ |
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serializedObject.Update(); |
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EditorGUILayout.PropertyField(nameTextProp, new GUIContent("Name Text", "Name of the character display in the dialog")); |
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EditorGUILayout.PropertyField(nameColorProp, new GUIContent("Name Color", "Color of name text display in the dialog")); |
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EditorGUILayout.PropertyField(sayDialogBoxProp, new GUIContent("Say Dialog", "Say dialog box this character should use")); |
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EditorGUILayout.PropertyField(chooseDialogBoxProp, new GUIContent("Choose Dialog", "Choose dialog box this character should use")); |
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EditorGUILayout.PropertyField(portraitsProp, new GUIContent("Portraits", "Character image sprites to display in the dialog"),true); |
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EditorGUILayout.PropertyField(soundEffectProp, new GUIContent("Sound Effect", "Sound to play when the character is talking. Overrides the setting in the Dialog.")); |
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EditorGUILayout.PropertyField(notesProp, new GUIContent("Notes", "Notes about this story character (personality, attibutes, etc.)")); |
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EditorGUILayout.Separator(); |
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Character t = target as Character; |
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if (t.portraits != null && |
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t.portraits.Count > 0) |
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{ |
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t.profileSprite = t.portraits[0]; |
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} |
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else |
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{ |
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t.profileSprite = null; |
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} |
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if (t.profileSprite != null && |
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spriteMaterial != null) |
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{ |
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float aspect = (float)t.profileSprite.texture.width / (float)t.profileSprite.texture.height; |
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Rect imagePreviewRect = GUILayoutUtility.GetAspectRect(aspect, GUILayout.Width(100), GUILayout.ExpandWidth(true)); |
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DrawPreview(imagePreviewRect, t.profileSprite.texture); |
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} |
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serializedObject.ApplyModifiedProperties(); |
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} |
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public virtual void DrawPreview(Rect previewRect, Texture2D texture) |
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{ |
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if (texture == null) |
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{ |
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return; |
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} |
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EditorGUI.DrawPreviewTexture(previewRect, |
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texture, |
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spriteMaterial); |
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} |
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} |
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} |