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1 | 1 | // Editor script of modular system |
2 | 2 | // Author: Heavyskymobile - Rozx |
3 | | -// Date: 2016-10-13 |
4 | | -// Version 0.1 |
| 3 | +// Date: 2016-11-05 |
| 4 | +// Version 0.1a |
5 | 5 |
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6 | 6 |
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7 | 7 |
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8 | 8 | using UnityEngine; |
9 | 9 | using UnityEditor; |
| 10 | +using UnityEditorInternal; |
10 | 11 | using System.Collections.Generic; |
11 | 12 |
|
12 | 13 | namespace ModularSystem{ |
13 | 14 |
|
14 | 15 | [CustomEditor(typeof(ModularSystem))] |
15 | 16 | public class ModularEditor : Editor{ |
16 | 17 |
|
| 18 | + |
| 19 | + public ModularSystem modularSystem; |
| 20 | + |
| 21 | + private bool partSetFoldout; |
| 22 | + private List<ReorderableList> partLists = new List<ReorderableList>(); |
| 23 | + |
| 24 | + private int drawingListIndex; |
| 25 | + |
| 26 | + // This function is called when the object is loaded. |
| 27 | + protected void OnEnable() |
| 28 | + { |
| 29 | + |
| 30 | + modularSystem = (ModularSystem)target; |
| 31 | + |
| 32 | + UpdatePartList(); |
| 33 | + |
| 34 | + } |
| 35 | + |
| 36 | + |
| 37 | + public override void OnInspectorGUI() |
| 38 | + { |
| 39 | + |
| 40 | + //modularSystem = (ModularSystem)target; |
| 41 | + |
| 42 | + EditorGUILayout.BeginVertical(); |
| 43 | + |
| 44 | + // display the basic information |
| 45 | + |
| 46 | + |
| 47 | + // display random seed options |
| 48 | + |
| 49 | + |
| 50 | + modularSystem.mySeedMode = (RandomSeedMode)EditorGUILayout.EnumPopup("Random Seed Mode",modularSystem.mySeedMode); |
| 51 | + |
| 52 | + |
| 53 | + switch(modularSystem.mySeedMode){ |
| 54 | + |
| 55 | + |
| 56 | + case RandomSeedMode.Default: |
| 57 | + |
| 58 | + EditorGUILayout.HelpBox("Default seed mode is the mode that allow system and unity engine automatically generate the random seed.",MessageType.Info); |
| 59 | + |
| 60 | + |
| 61 | + break; |
| 62 | + |
| 63 | + case RandomSeedMode.Manual: |
| 64 | + |
| 65 | + EditorGUILayout.BeginHorizontal(); |
| 66 | + |
| 67 | + modularSystem.randomSeed = EditorGUILayout.IntField("Random Seed:", modularSystem.randomSeed); |
| 68 | + |
| 69 | + if(GUILayout.Button("Randomize seed")){ |
| 70 | + |
| 71 | + |
| 72 | + |
| 73 | + } |
| 74 | + |
| 75 | + |
| 76 | + EditorGUILayout.EndHorizontal(); |
| 77 | + |
| 78 | + EditorGUILayout.HelpBox("Manual Seed mode allow you to manually configure the random seed.",MessageType.Info); |
| 79 | + |
| 80 | + |
| 81 | + break; |
| 82 | + |
| 83 | + |
| 84 | + case RandomSeedMode.PositionBased: |
| 85 | + |
| 86 | + EditorGUILayout.HelpBox("Position based mode allow the random seed generated based on the root gameobject's position, so a gameobject at the same position will get same random seed everytime.",MessageType.Info); |
| 87 | + |
| 88 | + |
| 89 | + break; |
| 90 | + |
| 91 | + } |
| 92 | + |
| 93 | + |
| 94 | + // begin area of part set settings |
| 95 | + |
| 96 | + partSetFoldout = EditorGUILayout.Foldout(partSetFoldout,"Part set settings"); |
| 97 | + |
| 98 | + |
| 99 | + if(partSetFoldout){ |
| 100 | + |
| 101 | + EditorGUILayout.HelpBox("Here is the area where you can set up procedure generated gameobjects.",MessageType.Info); |
| 102 | + |
| 103 | + // for each partset |
| 104 | + |
| 105 | + |
| 106 | + foreach(PartSet ps in modularSystem.partSetList.ToArray()){ |
| 107 | + |
| 108 | + |
| 109 | + ps.isActivate = EditorGUILayout.BeginToggleGroup(ps.name,ps.isActivate); |
| 110 | + |
| 111 | + if(ps.isActivate){ |
| 112 | + |
| 113 | + // indivudial partset settings |
| 114 | + |
| 115 | + ps.name = EditorGUILayout.TextField("Part Set Name:", ps.name); |
| 116 | + |
| 117 | + ps.attachTransform = (Transform)EditorGUILayout.ObjectField("Attached Transform: ",ps.attachTransform,typeof(Transform),true); |
| 118 | + |
| 119 | + EditorGUILayout.Separator(); |
| 120 | + |
| 121 | + // start of part settings |
| 122 | + |
| 123 | + int index = modularSystem.partSetList.IndexOf(ps); |
| 124 | + |
| 125 | + drawingListIndex = index; |
| 126 | + |
| 127 | + partLists[index].DoLayoutList(); |
| 128 | + |
| 129 | + |
| 130 | + |
| 131 | + // button of new part |
| 132 | + |
| 133 | + if(GUILayout.Button("New Part")){ |
| 134 | + |
| 135 | + CreateNewPart(ps); |
| 136 | + |
| 137 | + } |
| 138 | + |
| 139 | + |
| 140 | + |
| 141 | + // delete part set button |
| 142 | + |
| 143 | + if(GUILayout.Button("Delete Part Set:[" + ps.name + "]")){ |
| 144 | + |
| 145 | + if (EditorUtility.DisplayDialog("Delete Item", "Do you really want to delete [" + ps.name + "]?", "Yes","Cancel")) |
| 146 | + { |
| 147 | + DeletePartSet(ps); |
| 148 | + } |
| 149 | + |
| 150 | + } |
| 151 | + } |
| 152 | + |
| 153 | + |
| 154 | + EditorGUILayout.EndToggleGroup(); |
| 155 | + |
| 156 | + EditorGUILayout.Separator(); |
| 157 | + |
| 158 | + |
| 159 | + } |
| 160 | + |
| 161 | + |
| 162 | + // button of create new part set |
| 163 | + |
| 164 | + EditorGUILayout.Separator(); |
| 165 | + |
| 166 | + if(GUILayout.Button("Create New Part Set")){ |
| 167 | + |
| 168 | + CreatePartSet(); |
| 169 | + |
| 170 | + } |
| 171 | + |
| 172 | + } |
| 173 | + |
| 174 | + |
| 175 | + |
| 176 | + EditorGUILayout.EndVertical(); |
| 177 | + |
| 178 | + Repaint(); |
| 179 | + |
| 180 | + } |
| 181 | + |
| 182 | + |
| 183 | + public int GetRandomizeSeed(){ |
| 184 | + |
| 185 | + return 0; |
| 186 | + |
| 187 | + } |
| 188 | + |
| 189 | + |
| 190 | + public void CreatePartSet(){ |
| 191 | + |
| 192 | + PartSet newPartset = new PartSet(); |
| 193 | + |
| 194 | + newPartset.isActivate = true; |
| 195 | + newPartset.name = "new Part Set"; |
| 196 | + |
| 197 | + modularSystem.partSetList.Add(newPartset); |
| 198 | + |
| 199 | + UpdatePartList(); |
| 200 | + |
| 201 | + } |
| 202 | + |
| 203 | + public void DeletePartSet(PartSet ps){ |
| 204 | + |
| 205 | + modularSystem.partSetList.Remove(ps); |
| 206 | + |
| 207 | + UpdatePartList(); |
| 208 | + |
| 209 | + } |
| 210 | + |
| 211 | + |
| 212 | + public void CreateNewPart(PartSet ps){ |
| 213 | + |
| 214 | + Part newPart = new Part(); |
| 215 | + |
| 216 | + newPart.name = "NewPart[" + ps.partList.Count.ToString() + "]"; |
| 217 | + newPart.position = Vector3.zero; |
| 218 | + newPart.rotation = Vector3.zero; |
| 219 | + newPart.scale = Vector3.zero; |
| 220 | + |
| 221 | + newPart.weight = 0; |
| 222 | + |
| 223 | + ps.partList.Add(newPart); |
| 224 | + |
| 225 | + |
| 226 | + } |
| 227 | + |
| 228 | + |
| 229 | + public void CreateNewPart(ReorderableList rl){ |
| 230 | + |
| 231 | + Part newPart = new Part(); |
| 232 | + |
| 233 | + newPart.name = "NewPart[" + rl.list.Count.ToString() + "]"; |
| 234 | + newPart.position = Vector3.zero; |
| 235 | + newPart.rotation = Vector3.zero; |
| 236 | + newPart.scale = Vector3.zero; |
| 237 | + |
| 238 | + newPart.weight = 0; |
| 239 | + |
| 240 | + rl.list.Add(newPart); |
| 241 | + |
| 242 | + |
| 243 | + } |
| 244 | + |
| 245 | + |
| 246 | + public void DeletePart(Part p, PartSet ps){ |
| 247 | + |
| 248 | + ps.partList.Remove(p); |
| 249 | + |
| 250 | + } |
| 251 | + |
| 252 | + public void SelectPartElement(ReorderableList list){ |
| 253 | + |
| 254 | + |
| 255 | + |
| 256 | + } |
| 257 | + |
| 258 | + public void DrawHeader(Rect rect){ |
| 259 | + |
| 260 | + } |
| 261 | + |
| 262 | + |
| 263 | + public void DrawPartElement(Rect rect, int index, bool isActive, bool isFocused){ |
| 264 | + |
| 265 | + Part p = modularSystem.partSetList[drawingListIndex].partList[index]; |
| 266 | + |
| 267 | + p.name = EditorGUI.TextField(new Rect(rect.x + 10, rect.y + 5, rect.width - 18, 15), "Name: ",p.name); |
| 268 | + p.position = EditorGUI.Vector3Field(new Rect(rect.x + 10, rect.y + 30, rect.width - 18, 20), "Position:", p.position); |
| 269 | + p.rotation = EditorGUI.Vector3Field(new Rect(rect.x + 10, rect.y + 50, rect.width - 18, 20), "Rotation:", p.rotation); |
| 270 | + p.scale = EditorGUI.Vector3Field(new Rect(rect.x + 10, rect.y + 70, rect.width - 18, 20), "Scale:", p.scale); |
| 271 | + p.weight = EditorGUI.IntField(new Rect(rect.x + 10, rect.y + 90, rect.width - 18, 15),"Random Weight:",p.weight); |
| 272 | + |
| 273 | + p.prefab = (GameObject)EditorGUI.ObjectField(new Rect(rect.x + 10, rect.y + 110, rect.width - 18, 15),"Part Prefab:",p.prefab,typeof(GameObject),true); |
| 274 | + |
| 275 | + } |
| 276 | + |
| 277 | + |
| 278 | + public void UpdatePartList(){ |
| 279 | + |
| 280 | + partLists.Clear(); |
| 281 | + |
| 282 | + foreach(PartSet ps in modularSystem.partSetList.ToArray()){ |
| 283 | + |
| 284 | + |
| 285 | + partLists.Add(new ReorderableList(ps.partList,typeof(Part), true, true, true, true)); |
| 286 | + |
| 287 | + int index = modularSystem.partSetList.IndexOf(ps); |
| 288 | + |
| 289 | + |
| 290 | + partLists[index].elementHeight = 130f; |
| 291 | + |
| 292 | + // list drawing events |
| 293 | + partLists[index].drawElementCallback = DrawPartElement; |
| 294 | + partLists[index].onAddCallback = CreateNewPart; |
| 295 | + partLists[index].drawHeaderCallback = DrawHeader; |
| 296 | + |
| 297 | + } |
| 298 | + |
| 299 | + } |
| 300 | + |
| 301 | + |
| 302 | + |
17 | 303 | } |
18 | 304 | } |
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