An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Fungus;
//using Rotorz.ReorderableList;
//using System.Linq;
namespace Fungus.Script
{
/*
[CustomPropertyDrawer (typeof(Variable))]
public class VariableDrawer : PropertyDrawer
{
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
SerializedProperty keyProp = property.FindPropertyRelative("key");
SerializedProperty typeProp = property.FindPropertyRelative("type");
SerializedProperty scopeProp = property.FindPropertyRelative("scope");
// Draw the text field control GUI.
EditorGUI.BeginChangeCheck();
float width1 = position.width * 0.5f;
float width2 = position.width * 0.25f;
float width3 = position.width * 0.25f;
Rect keyRect = position;
keyRect.width = width1;
Rect typeRect = position;
typeRect.x += width1;
typeRect.width = width2;
Rect scopeRect = position;
scopeRect.x += width1 + width2;
scopeRect.width = width3;
string keyValue = EditorGUI.TextField(keyRect, label, keyProp.stringValue);
int typeValue = (int)(VariableType)EditorGUI.EnumPopup(typeRect, (VariableType)typeProp.enumValueIndex);
int scopeValue = (int)(VariableScope)EditorGUI.EnumPopup(scopeRect, (VariableScope)scopeProp.enumValueIndex);
if (EditorGUI.EndChangeCheck ())
{
char[] arr = keyValue.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
keyValue = new string(arr);
keyProp.stringValue = keyValue;
typeProp.enumValueIndex = typeValue;
scopeProp.enumValueIndex = scopeValue;
}
EditorGUI.EndProperty();
}
}
*/
[CustomEditor (typeof(FungusScript))]
public class FungusScriptEditor : Editor
{
SerializedProperty variablesProperty;
//void OnEnable()
//{
// variablesProperty = serializedObject.FindProperty("variables");
//}
public override void OnInspectorGUI()
{
//serializedObject.Update();
FungusScript t = target as FungusScript;
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Open Fungus Editor"))
{
EditorWindow.GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor");
}
if (GUILayout.Button("New Sequence"))
{
GameObject go = new GameObject("Sequence");
go.transform.parent = t.transform;
Sequence s = go.AddComponent<Sequence>();
FungusEditorWindow fungusEditorWindow = EditorWindow.GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor") as FungusEditorWindow;
s.nodeRect.x = fungusEditorWindow.scrollPos.x;
s.nodeRect.y = fungusEditorWindow.scrollPos.y;
Undo.RegisterCreatedObjectUndo(go, "Sequence");
Selection.activeGameObject = go;
}
if (GUILayout.Button("Add Variable"))
{
GenericMenu menu = new GenericMenu ();
menu.AddItem(new GUIContent ("Boolean"), false, AddBooleanVariable, t);
menu.AddItem (new GUIContent ("Integer"), false, AddIntegerVariable, t);
menu.AddItem (new GUIContent ("Float"), false, AddFloatVariable, t);
menu.AddItem (new GUIContent ("String"), false, AddStringVariable, t);
menu.ShowAsContext ();
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUIContent stepTimeLabel = new GUIContent("Step Time", "Minimum time to execute each step");
t.stepTime = EditorGUILayout.FloatField(stepTimeLabel, t.stepTime);
GUIContent startSequenceLabel = new GUIContent("Start Sequence", "Sequence to be executed when controller starts.");
t.startSequence = SequenceEditor.SequenceField(startSequenceLabel, t, t.startSequence);
GUIContent startAutomaticallyLabel = new GUIContent("Start Automatically", "Start this Fungus Script when the scene starts.");
t.startAutomatically = EditorGUILayout.Toggle(startAutomaticallyLabel, t.startAutomatically);
if (t.startSequence == null)
{
GUIStyle style = new GUIStyle(GUI.skin.label);
style.normal.textColor = new Color(1,0,0);
EditorGUILayout.LabelField(new GUIContent("Error: Please select a Start Sequence"), style);
}
//ReorderableListGUI.Title("Variables");
//ReorderableListGUI.ListField(variablesProperty);
//serializedObject.ApplyModifiedProperties();
}
void AddBooleanVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
FungusVariable variable = fungusScript.gameObject.AddComponent<BooleanVariable>();
variable.key = MakeUniqueKey(fungusScript);
}
void AddIntegerVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
FungusVariable variable = fungusScript.gameObject.AddComponent<IntegerVariable>();
variable.key = MakeUniqueKey(fungusScript);
}
void AddFloatVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
FungusVariable variable = fungusScript.gameObject.AddComponent<FloatVariable>();
variable.key = MakeUniqueKey(fungusScript);
}
void AddStringVariable(object obj)
{
FungusScript fungusScript = obj as FungusScript;
if (fungusScript == null)
{
return;
}
FungusVariable variable = fungusScript.gameObject.AddComponent<StringVariable>();
variable.key = MakeUniqueKey(fungusScript);
}
string MakeUniqueKey(FungusScript fungusScript)
{
FungusVariable[] variables = fungusScript.GetComponents<FungusVariable>();
int index = 0;
while (true)
{
string key = "Var" + index;
bool found = false;
foreach(FungusVariable variable in variables)
{
if (variable.key == key)
{
found = true;
index++;
}
}
if (!found)
{
return key;
}
}
}
}
}