An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// 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 Fungus.Commands;
using Fungus.Variables;
namespace Fungus.EditorUtils
{
[CustomEditor (typeof(SetVariable))]
public class SetVariableEditor : CommandEditor
{
protected SerializedProperty variableProp;
protected SerializedProperty setOperatorProp;
protected SerializedProperty booleanDataProp;
protected SerializedProperty integerDataProp;
protected SerializedProperty floatDataProp;
protected SerializedProperty stringDataProp;
protected virtual void OnEnable()
{
if (NullTargetCheck()) // Check for an orphaned editor instance
return;
variableProp = serializedObject.FindProperty("variable");
setOperatorProp = serializedObject.FindProperty("setOperator");
booleanDataProp = serializedObject.FindProperty("booleanData");
integerDataProp = serializedObject.FindProperty("integerData");
floatDataProp = serializedObject.FindProperty("floatData");
stringDataProp = serializedObject.FindProperty("stringData");
}
public override void DrawCommandGUI()
{
serializedObject.Update();
SetVariable t = target as SetVariable;
var flowchart = (Flowchart)t.GetFlowchart();
if (flowchart == null)
{
return;
}
EditorGUILayout.PropertyField(variableProp);
if (variableProp.objectReferenceValue == null)
{
serializedObject.ApplyModifiedProperties();
return;
}
Variable selectedVariable = variableProp.objectReferenceValue as Variable;
System.Type variableType = selectedVariable.GetType();
List<GUIContent> operatorsList = new List<GUIContent>();
operatorsList.Add(new GUIContent("="));
if (variableType == typeof(BooleanVariable))
{
operatorsList.Add(new GUIContent("=!"));
}
else if (variableType == typeof(IntegerVariable) ||
variableType == typeof(FloatVariable))
{
operatorsList.Add(new GUIContent("+="));
operatorsList.Add(new GUIContent("-="));
operatorsList.Add(new GUIContent("*="));
operatorsList.Add(new GUIContent("/="));
}
int selectedIndex = 0;
switch (t._SetOperator)
{
default:
case SetOperator.Assign:
selectedIndex = 0;
break;
case SetOperator.Negate:
selectedIndex = 1;
break;
case SetOperator.Add:
selectedIndex = 1;
break;
case SetOperator.Subtract:
selectedIndex = 2;
break;
case SetOperator.Multiply:
selectedIndex = 3;
break;
case SetOperator.Divide:
selectedIndex = 4;
break;
}
selectedIndex = EditorGUILayout.Popup(new GUIContent("Operation", "Arithmetic operator to use"), selectedIndex, operatorsList.ToArray());
SetOperator setOperator = SetOperator.Assign;
if (variableType == typeof(BooleanVariable) ||
variableType == typeof(StringVariable))
{
switch (selectedIndex)
{
default:
case 0:
setOperator = SetOperator.Assign;
break;
case 1:
setOperator = SetOperator.Negate;
break;
}
}
else if (variableType == typeof(IntegerVariable) ||
variableType == typeof(FloatVariable))
{
switch (selectedIndex)
{
default:
case 0:
setOperator = SetOperator.Assign;
break;
case 1:
setOperator = SetOperator.Add;
break;
case 2:
setOperator = SetOperator.Subtract;
break;
case 3:
setOperator = SetOperator.Multiply;
break;
case 4:
setOperator = SetOperator.Divide;
break;
}
}
setOperatorProp.enumValueIndex = (int)setOperator;
if (variableType == typeof(BooleanVariable))
{
EditorGUILayout.PropertyField(booleanDataProp, new GUIContent("Boolean"));
}
else if (variableType == typeof(IntegerVariable))
{
EditorGUILayout.PropertyField(integerDataProp, new GUIContent("Integer"));
}
else if (variableType == typeof(FloatVariable))
{
EditorGUILayout.PropertyField(floatDataProp, new GUIContent("Float"));
}
else if (variableType == typeof(StringVariable))
{
EditorGUILayout.PropertyField(stringDataProp, new GUIContent("String"));
}
serializedObject.ApplyModifiedProperties();
}
}
}