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;
namespace Fungus.Script
{
[CustomEditor (typeof(Set))]
public class SetEditor : FungusCommandEditor
{
public override void DrawCommandInspectorGUI()
{
Set t = target as Set;
FungusScript fungusScript = t.GetFungusScript();
if (fungusScript == null)
{
return;
}
VariableType variableType = VariableType.Boolean;
string variableKey = SequenceEditor.VariableField(new GUIContent("Variable", "Variable to set"),
fungusScript,
t.variableKey,
ref variableType);
if (variableKey != t.variableKey)
{
Undo.RecordObject(t, "Set Variable Key");
t.variableKey = variableKey;
}
if (t.variableKey == "<None>")
{
return;
}
List<GUIContent> operatorsList = new List<GUIContent>();
operatorsList.Add(new GUIContent("="));
if (variableType == VariableType.Boolean)
{
operatorsList.Add(new GUIContent("!"));
}
else if (variableType == VariableType.Integer ||
variableType == VariableType.Float)
{
operatorsList.Add(new GUIContent("+"));
operatorsList.Add(new GUIContent("-"));
operatorsList.Add(new GUIContent("*"));
operatorsList.Add(new GUIContent("/"));
}
int selectedIndex = 0;
switch (t.setOperator)
{
default:
case Set.SetOperator.Assign:
selectedIndex = 0;
break;
case Set.SetOperator.Negate:
selectedIndex = 1;
break;
case Set.SetOperator.Add:
selectedIndex = 1;
break;
case Set.SetOperator.Subtract:
selectedIndex = 2;
break;
case Set.SetOperator.Multiply:
selectedIndex = 3;
break;
case Set.SetOperator.Divide:
selectedIndex = 4;
break;
}
selectedIndex = EditorGUILayout.Popup(new GUIContent("Operator", "Arithmetic operator to use"), selectedIndex, operatorsList.ToArray());
Set.SetOperator setOperator = Set.SetOperator.Assign;
switch (variableType)
{
default:
case VariableType.Boolean:
case VariableType.String:
switch (selectedIndex)
{
default:
case 0:
setOperator = Set.SetOperator.Assign;
break;
case 1:
setOperator = Set.SetOperator.Negate;
break;
}
break;
case VariableType.Integer:
case VariableType.Float:
switch (selectedIndex)
{
default:
case 0:
setOperator = Set.SetOperator.Assign;
break;
case 1:
setOperator = Set.SetOperator.Add;
break;
case 2:
setOperator = Set.SetOperator.Subtract;
break;
case 3:
setOperator = Set.SetOperator.Multiply;
break;
case 4:
setOperator = Set.SetOperator.Divide;
break;
}
break;
}
if (setOperator != t.setOperator)
{
Undo.RecordObject(t, "Set Operator");
t.setOperator = setOperator;
}
bool booleanValue = t.booleanData.value;
int integerValue = t.integerData.value;
float floatValue = t.floatData.value;
string stringValue = t.stringData.value;
switch (variableType)
{
case VariableType.Boolean:
booleanValue = EditorGUILayout.Toggle(new GUIContent("Boolean Value", "The boolean value to set the variable with"), booleanValue);
break;
case VariableType.Integer:
integerValue = EditorGUILayout.IntField(new GUIContent("Integer Value", "The integer value to set the variable with"), integerValue);
break;
case VariableType.Float:
floatValue = EditorGUILayout.FloatField(new GUIContent("Float Value", "The float value to set the variable with"), floatValue);
break;
case VariableType.String:
stringValue = EditorGUILayout.TextField(new GUIContent("String Value", "The string value to set the variable with"), stringValue);
break;
}
if (booleanValue != t.booleanData.value)
{
Undo.RecordObject(t, "Set boolean value");
t.booleanData.value = booleanValue;
}
else if (integerValue != t.integerData.value)
{
Undo.RecordObject(t, "Set integer value");
t.integerData.value = integerValue;
}
else if (floatValue != t.floatData.value)
{
Undo.RecordObject(t, "Set float value");
t.floatData.value = floatValue;
}
else if (stringValue != t.stringData.value)
{
Undo.RecordObject(t, "Set string value");
t.stringData.value = stringValue;
}
}
}
}