Cleanup the editor assembly and provide a tool overview doc

This commit is contained in:
Michal Adam Pikulski
2025-10-21 14:54:58 +02:00
parent 0a240da9a7
commit 2abcf5c76a
38 changed files with 169 additions and 0 deletions

View File

@@ -0,0 +1,153 @@
using Interactions;
using PuzzleS;
using UnityEditor;
using UnityEngine;
namespace Editor
{
public class ItemPrefabEditorWindow : EditorWindow
{
private GameObject _selectedGameObject;
private Interactable _interactable;
private PickupItemData _pickupData;
private PuzzleStepSO _objectiveData;
private UnityEditor.Editor _soEditor;
private string _pickupSoFolderPath = "Assets/Data/Items";
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None;
[MenuItem("AppleHills/Item Prefab Editor")]
public static void ShowWindow()
{
var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor");
window.minSize = new Vector2(400, 400);
}
private void OnEnable()
{
Selection.selectionChanged += Repaint;
}
private void OnDisable()
{
Selection.selectionChanged -= Repaint;
}
private void OnGUI()
{
_selectedGameObject = null;
_interactable = null;
if (Selection.activeGameObject != null)
{
_selectedGameObject = Selection.activeGameObject;
_interactable = _selectedGameObject.GetComponent<Interactable>();
}
else if (Selection.activeObject is GameObject go)
{
_selectedGameObject = go;
_interactable = go.GetComponent<Interactable>();
}
if (_selectedGameObject == null || _interactable == null)
{
EditorGUILayout.HelpBox("Select a GameObject or prefab with an Interactable component to edit.", MessageType.Info);
return;
}
EditorGUILayout.LabelField("Editing: ", _selectedGameObject.name, EditorStyles.boldLabel);
EditorGUILayout.Space();
// Determine current type
bool hasPickup = _selectedGameObject.GetComponent<Pickup>() != null;
bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != null;
if (hasSlot) _itemType = ItemType.ItemSlot;
else if (hasPickup) _itemType = ItemType.Pickup;
else _itemType = ItemType.None;
// Item type selection
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
if (newType != _itemType)
{
// Remove both, then add selected
PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
if (newType == ItemType.Pickup)
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
else if (newType == ItemType.ItemSlot)
PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
_itemType = newType;
}
// ObjectiveStepBehaviour
bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", hasObjective);
if (addObjective && !hasObjective)
{
PrefabEditorUtility.AddOrGetComponent<ObjectiveStepBehaviour>(_selectedGameObject);
}
else if (!addObjective && hasObjective)
{
PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(_selectedGameObject);
}
// Pickup Data (for Pickup or ItemSlot)
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
{
var pickup = _selectedGameObject.GetComponent<Pickup>();
_pickupData = pickup.itemData;
EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save To");
EditorGUILayout.SelectableLabel(_pickupSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_pickupSoFolderPath = PrefabEditorUtility.SelectFolder(_pickupSoFolderPath, "Data/Items");
}
EditorGUILayout.EndHorizontal();
if (_pickupData == null && GUILayout.Button("Create New PickupItemData"))
{
_pickupData = PrefabEditorUtility.CreateScriptableAsset<PickupItemData>(_selectedGameObject.name + "_pickup", _pickupSoFolderPath);
}
if (_pickupData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
pickup.itemData = _pickupData;
}
}
// Objective Data
if (addObjective)
{
var obj = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>();
_objectiveData = obj.stepData;
EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
_objectiveData = (PuzzleStepSO)EditorGUILayout.ObjectField("PuzzleStepSO", _objectiveData, typeof(PuzzleStepSO), false);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save To");
EditorGUILayout.SelectableLabel(_puzzleSoFolderPath, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
_puzzleSoFolderPath = PrefabEditorUtility.SelectFolder(_puzzleSoFolderPath, "Data/Puzzles");
}
EditorGUILayout.EndHorizontal();
if (_objectiveData == null && GUILayout.Button("Create New PuzzleStepSO"))
{
_objectiveData = PrefabEditorUtility.CreateScriptableAsset<PuzzleStepSO>(_selectedGameObject.name + "_puzzle", _puzzleSoFolderPath);
}
if (_objectiveData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
obj.stepData = _objectiveData;
}
}
if (GUI.changed)
{
EditorUtility.SetDirty(_selectedGameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(_selectedGameObject);
}
}
}
}