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