Revamp the prompt system, the bootstrapper system, the starting cinematic
This commit is contained in:
321
Assets/Editor/PuzzleAssetProcessor.cs
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321
Assets/Editor/PuzzleAssetProcessor.cs
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@@ -0,0 +1,321 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.AddressableAssets;
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using UnityEditor.AddressableAssets.Settings;
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namespace PuzzleS.Editor
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{
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/// <summary>
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/// Handles asset post-processing for puzzle step data.
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/// Automatically builds level data from folder structure.
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/// </summary>
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public class PuzzleAssetProcessor : AssetPostprocessor
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{
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// Base path for puzzle data
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private const string PuzzleDataBasePath = "Assets/Data/Puzzles";
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/// <summary>
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/// Called after assets have been imported, deleted, or moved.
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/// </summary>
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private static void OnPostprocessAllAssets(
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string[] importedAssets,
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string[] deletedAssets,
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string[] movedAssets,
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string[] movedFromAssetPaths)
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{
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bool puzzleAssetsChanged = false;
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// Check for changes to puzzle step assets
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foreach (string assetPath in importedAssets.Concat(movedAssets))
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{
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if (IsPuzzleAssetPath(assetPath) && Path.GetExtension(assetPath) == ".asset")
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{
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var asset = AssetDatabase.LoadAssetAtPath<ScriptableObject>(assetPath);
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if (asset is PuzzleStepSO)
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{
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// Find which level this step belongs to
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string assetDir = Path.GetDirectoryName(assetPath);
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string levelFolderPath = FindLevelFolder(assetDir);
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if (!string.IsNullOrEmpty(levelFolderPath))
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{
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ProcessPuzzleLevelFolder(levelFolderPath);
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puzzleAssetsChanged = true;
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}
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}
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}
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}
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// Check for changes to puzzle folder structure
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foreach (string assetPath in deletedAssets.Concat(movedFromAssetPaths))
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{
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if (IsPuzzleAssetPath(assetPath))
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{
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// Extract parent folders for processing
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string assetDir = Path.GetDirectoryName(assetPath);
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string levelFolderPath = FindLevelFolder(assetDir);
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if (!string.IsNullOrEmpty(levelFolderPath) && Directory.Exists(levelFolderPath))
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{
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ProcessPuzzleLevelFolder(levelFolderPath);
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puzzleAssetsChanged = true;
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}
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}
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}
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if (puzzleAssetsChanged)
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{
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// Make sure changes are saved
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("[PuzzleProcessor] Puzzle data processing complete");
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}
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}
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/// <summary>
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/// Checks if an asset path is within the puzzle data folder structure
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/// </summary>
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private static bool IsPuzzleAssetPath(string assetPath)
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{
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// Unity's AssetDatabase always uses forward slashes, so we need to normalize for comparison
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string normalizedPath = assetPath.Replace('\\', '/');
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string normalizedBasePath = PuzzleDataBasePath;
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return normalizedPath.StartsWith(normalizedBasePath) &&
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!normalizedPath.Contains("/.") && // Skip hidden folders
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!Path.GetExtension(normalizedPath).Equals(".meta");
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}
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/// <summary>
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/// Find the level folder that contains this asset path
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/// Assumes level folders are direct children of PuzzleDataBasePath
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/// </summary>
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private static string FindLevelFolder(string assetPath)
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{
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if (string.IsNullOrEmpty(assetPath)) return null;
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// Unity's AssetDatabase always uses forward slashes
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string normalizedPath = assetPath.Replace('\\', '/');
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if (!normalizedPath.StartsWith(PuzzleDataBasePath))
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return null;
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// Get the relative path from the base path
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string relativePath = normalizedPath.Substring(PuzzleDataBasePath.Length);
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if (relativePath.StartsWith("/"))
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relativePath = relativePath.Substring(1);
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// Split into path components and get the first folder (level name)
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string[] pathComponents = relativePath.Split('/');
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// First component after PuzzleDataBasePath should be the level name
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if (pathComponents.Length > 0)
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{
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// Use proper path joining with Unity's forward slash convention
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return PuzzleDataBasePath + "/" + pathComponents[0];
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}
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return null;
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}
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/// <summary>
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/// Process a level folder to build/update a PuzzleLevelDataSO with all puzzle steps
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/// </summary>
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private static void ProcessPuzzleLevelFolder(string folderPath)
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{
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if (!Directory.Exists(folderPath)) return;
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// Get level name from folder name
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string levelName = Path.GetFileName(folderPath);
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if (string.IsNullOrEmpty(levelName)) return;
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// Find all puzzle step assets in this level (including subfolders)
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var stepAssets = FindAssetsOfTypeRecursive<PuzzleStepSO>(folderPath);
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if (stepAssets.Count == 0) return;
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// Get or create level data asset
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var levelDataAsset = GetOrCreateLevelDataAsset(folderPath, levelName);
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if (levelDataAsset == null) return;
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// Update level data
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levelDataAsset.levelId = levelName;
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levelDataAsset.displayName = levelName; // Default display name matches folder name
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levelDataAsset.allSteps = stepAssets;
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// Pre-process initial steps (those with no dependencies)
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levelDataAsset.initialSteps = FindInitialSteps(stepAssets);
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// Pre-process dependencies (which steps are required by each step)
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PrecomputeDependencies(levelDataAsset);
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// Mark as dirty and save
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EditorUtility.SetDirty(levelDataAsset);
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// Setup addressables
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SetupAddressableAsset(AssetDatabase.GetAssetPath(levelDataAsset), $"Puzzles/{levelName}");
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Debug.Log($"[PuzzleProcessor] Processed level: {levelName} with {stepAssets.Count} steps");
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}
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/// <summary>
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/// Find all assets of a specific type in a folder and its subfolders
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/// </summary>
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private static List<T> FindAssetsOfTypeRecursive<T>(string folderPath) where T : ScriptableObject
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{
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var result = new List<T>();
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if (!Directory.Exists(folderPath)) return result;
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var guids = AssetDatabase.FindAssets("t:" + typeof(T).Name, new[] { folderPath });
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foreach (var guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
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if (asset != null)
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{
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result.Add(asset);
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}
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}
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return result;
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}
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/// <summary>
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/// Get existing level data asset or create a new one
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/// </summary>
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private static PuzzleLevelDataSO GetOrCreateLevelDataAsset(string folderPath, string levelName)
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{
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// Check for existing level data asset
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string levelDataAssetPath = $"{folderPath}/{levelName}.asset";
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var levelDataAsset = AssetDatabase.LoadAssetAtPath<PuzzleLevelDataSO>(levelDataAssetPath);
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if (levelDataAsset == null)
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{
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// Create new level data asset
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levelDataAsset = ScriptableObject.CreateInstance<PuzzleLevelDataSO>();
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AssetDatabase.CreateAsset(levelDataAsset, levelDataAssetPath);
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Debug.Log($"[PuzzleProcessor] Created new level data asset: {levelDataAssetPath}");
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}
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return levelDataAsset;
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}
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/// <summary>
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/// Find steps that have no dependencies (initial steps)
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/// </summary>
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private static List<PuzzleStepSO> FindInitialSteps(List<PuzzleStepSO> steps)
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{
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var initialSteps = new List<PuzzleStepSO>();
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var dependentSteps = new HashSet<PuzzleStepSO>();
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// Find all steps that are dependencies of other steps
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foreach (var step in steps)
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{
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if (step == null) continue;
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foreach (var unlockStep in step.unlocks)
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{
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if (unlockStep != null && steps.Contains(unlockStep))
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{
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dependentSteps.Add(unlockStep);
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}
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}
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}
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// Initial steps are those not depended on by any other step
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foreach (var step in steps)
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{
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if (step != null && !dependentSteps.Contains(step))
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{
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initialSteps.Add(step);
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}
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}
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return initialSteps;
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}
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/// <summary>
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/// Pre-compute dependency information for a puzzle level
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/// </summary>
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private static void PrecomputeDependencies(PuzzleLevelDataSO levelDataAsset)
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{
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levelDataAsset.stepDependencies.Clear();
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// Build reverse dependency map (which steps are required by each step)
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var reverseDependencies = new Dictionary<string, List<string>>();
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foreach (var step in levelDataAsset.allSteps)
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{
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if (step == null) continue;
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foreach (var unlockStep in step.unlocks)
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{
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if (unlockStep == null) continue;
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if (!reverseDependencies.ContainsKey(unlockStep.stepId))
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{
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reverseDependencies[unlockStep.stepId] = new List<string>();
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}
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reverseDependencies[unlockStep.stepId].Add(step.stepId);
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}
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}
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// Convert to serialized form
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foreach (var entry in reverseDependencies)
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{
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levelDataAsset.stepDependencies[entry.Key] = entry.Value.ToArray();
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}
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}
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/// <summary>
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/// Set up an asset as an Addressable with the specified address
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/// </summary>
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private static void SetupAddressableAsset(string assetPath, string address)
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{
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if (!File.Exists(assetPath)) return;
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// Get Addressable settings
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var settings = AddressableAssetSettingsDefaultObject.Settings;
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if (settings == null)
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{
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Debug.LogWarning("[PuzzleProcessor] Addressable Asset Settings not found. Make sure Addressables is set up in your project.");
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return;
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}
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// Get default group
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var defaultGroup = settings.DefaultGroup;
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if (defaultGroup == null)
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{
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Debug.LogWarning("[PuzzleProcessor] Default Addressable Asset Group not found.");
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return;
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}
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// Get asset GUID
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var guid = AssetDatabase.AssetPathToGUID(assetPath);
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// Check if entry exists
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var existingEntry = settings.FindAssetEntry(guid);
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if (existingEntry != null)
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{
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// Update existing entry
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existingEntry.SetAddress(address);
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}
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else
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{
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// Create new entry
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settings.CreateOrMoveEntry(guid, defaultGroup);
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var newEntry = settings.FindAssetEntry(guid);
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if (newEntry != null)
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{
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newEntry.SetAddress(address);
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}
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}
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}
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}
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}
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3
Assets/Editor/PuzzleAssetProcessor.cs.meta
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3
Assets/Editor/PuzzleAssetProcessor.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5097566c60d341dbb6f2bf5175b048cb
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timeCreated: 1760532147
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@@ -1,116 +0,0 @@
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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public class PuzzleChainEditorWindow : EditorWindow
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{
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private List<PuzzleStepSO> puzzleSteps = new List<PuzzleStepSO>();
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private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> dependencyGraph;
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private Vector2 scrollPos;
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private const int INDENT_SIZE = 24;
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[MenuItem("AppleHills/Puzzle Chain Editor")]
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public static void ShowWindow()
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{
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var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor");
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window.minSize = new Vector2(600, 400);
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window.maxSize = new Vector2(1200, 800);
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window.position = new Rect(100, 100, 700, 500); // Reasonable default size and position
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}
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private void OnEnable()
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{
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LoadPuzzleSteps();
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ProcessPuzzleChains();
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}
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private void LoadPuzzleSteps()
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{
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puzzleSteps.Clear();
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// Find all PuzzleStepSO assets in the project
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string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
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foreach (var guid in guids)
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{
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var path = AssetDatabase.GUIDToAssetPath(guid);
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// Only include those under Assets/Data/Puzzles (case-insensitive)
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if (path.Replace('\\', '/').StartsWith("Assets/Data/Puzzles", System.StringComparison.OrdinalIgnoreCase))
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{
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var step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(path);
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if (step != null)
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puzzleSteps.Add(step);
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}
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}
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// Remove any nulls just in case
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puzzleSteps.RemoveAll(s => s == null);
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// Remove nulls from unlocks lists
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foreach (var step in puzzleSteps)
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{
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if (step.unlocks != null)
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step.unlocks.RemoveAll(u => u == null);
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}
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}
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private void ProcessPuzzleChains()
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{
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// Defensive: ensure no nulls in puzzleSteps or unlocks
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puzzleSteps.RemoveAll(s => s == null);
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foreach (var step in puzzleSteps)
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{
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if (step.unlocks != null)
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step.unlocks.RemoveAll(u => u == null);
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}
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dependencyGraph = PuzzleGraphUtility.BuildDependencyGraph(puzzleSteps);
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}
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private void OnGUI()
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{
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EditorGUILayout.LabelField("Puzzle Chain Visualization", EditorStyles.boldLabel);
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if (puzzleSteps.Count == 0)
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{
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EditorGUILayout.HelpBox("No PuzzleStepSO assets found in Assets/Data/Puzzles.", MessageType.Warning);
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return;
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}
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scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
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var initialSteps = dependencyGraph != null ? PuzzleGraphUtility.FindInitialSteps(dependencyGraph) : new List<PuzzleStepSO>();
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foreach (var step in initialSteps)
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{
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if (step == null) continue; // Defensive
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EditorGUILayout.BeginVertical("box");
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EditorGUILayout.LabelField($"Step Path: {step.displayName} ({step.stepId})", EditorStyles.largeLabel);
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GUILayout.Space(6);
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DrawStepTree(step, 0);
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EditorGUILayout.EndVertical();
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GUILayout.Space(12); // Space between step paths
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}
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EditorGUILayout.EndScrollView();
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}
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private void DrawStepTree(PuzzleStepSO step, int indent)
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{
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if (step == null) {
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EditorGUILayout.LabelField("[Missing Step]", EditorStyles.boldLabel);
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return;
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}
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EditorGUILayout.BeginHorizontal();
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GUILayout.Space(indent * INDENT_SIZE);
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EditorGUILayout.BeginVertical("box");
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EditorGUILayout.LabelField($"{step.displayName} ({step.stepId})", EditorStyles.boldLabel);
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EditorGUILayout.LabelField(step.description ?? "", EditorStyles.wordWrappedLabel);
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GUILayout.Space(4);
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if (GUILayout.Button("Open in Inspector", GUILayout.Width(150)))
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{
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Selection.activeObject = step;
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EditorGUIUtility.PingObject(step);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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GUILayout.Space(6);
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if (step.unlocks != null)
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{
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foreach (var unlock in step.unlocks)
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{
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DrawStepTree(unlock, indent + 1);
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}
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}
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}
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}
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@@ -1,3 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: f7bfaa69d42e45adaa4a44dd143efc2f
|
||||
timeCreated: 1756991142
|
||||
3
Assets/Editor/PuzzleSystem.meta
Normal file
3
Assets/Editor/PuzzleSystem.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 453e2745b86c424da42227fbc38ed6d7
|
||||
timeCreated: 1760539457
|
||||
875
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs
Normal file
875
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs
Normal file
@@ -0,0 +1,875 @@
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using System.Collections.Generic;
|
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using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
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using UnityEngine;
|
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using PuzzleS;
|
||||
|
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namespace AppleHills.Editor.PuzzleSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor utility for managing puzzle steps and debugging puzzle state at runtime.
|
||||
/// Provides tabs for both editing puzzle data and runtime debugging.
|
||||
/// </summary>
|
||||
public class PuzzleEditorWindow : EditorWindow
|
||||
{
|
||||
// Paths
|
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private const string PuzzleDataBasePath = "Assets/Data";
|
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private const string MenuPath = "AppleHills/Puzzle Editor";
|
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|
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// Editor state
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||||
private List<PuzzleStepSO> _allPuzzleSteps = new List<PuzzleStepSO>();
|
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private Dictionary<string, List<PuzzleStepSO>> _puzzleStepsByFolder = new Dictionary<string, List<PuzzleStepSO>>();
|
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private PuzzleStepSO _selectedStep;
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private Dictionary<string, bool> _folderExpanded = new Dictionary<string, bool>();
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private Vector2 _puzzleListScrollPosition;
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private Vector2 _puzzleEditScrollPosition;
|
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private string _searchQuery = "";
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||||
private bool _isDirty = false;
|
||||
|
||||
// Tab management
|
||||
private int _selectedTab = 0;
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||||
private readonly string[] _tabNames = { "Edit", "Debug" };
|
||||
|
||||
// Runtime debug state
|
||||
private Dictionary<string, bool> _stepUnlockState = new Dictionary<string, bool>();
|
||||
private Dictionary<string, bool> _stepCompletedState = new Dictionary<string, bool>();
|
||||
private Vector2 _debugScrollPosition;
|
||||
private bool _isPlaying = false;
|
||||
private bool _hasRuntimeData = false;
|
||||
private PuzzleLevelDataSO _runtimeLevelData;
|
||||
|
||||
// New step creation
|
||||
private string _newStepName = "New Step";
|
||||
private string _selectedFolder = "";
|
||||
private bool _showCreateNewStepDialog = false;
|
||||
|
||||
[MenuItem(MenuPath)]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PuzzleEditorWindow>("Puzzle Editor");
|
||||
window.minSize = new Vector2(800, 600);
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Load all puzzle steps
|
||||
LoadAllPuzzleSteps();
|
||||
|
||||
// Register for undo/redo
|
||||
Undo.undoRedoPerformed += OnUndoRedo;
|
||||
|
||||
// Set up update callbacks
|
||||
EditorApplication.update += OnEditorUpdate;
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Unregister from undo/redo
|
||||
Undo.undoRedoPerformed -= OnUndoRedo;
|
||||
|
||||
// Unregister from update
|
||||
EditorApplication.update -= OnEditorUpdate;
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private void OnEditorUpdate()
|
||||
{
|
||||
// Check if we're in play mode
|
||||
bool currentlyPlaying = EditorApplication.isPlaying && !EditorApplication.isPaused;
|
||||
if (_isPlaying != currentlyPlaying)
|
||||
{
|
||||
_isPlaying = currentlyPlaying;
|
||||
Repaint();
|
||||
}
|
||||
|
||||
// In play mode, update runtime data periodically
|
||||
if (_isPlaying)
|
||||
{
|
||||
UpdateRuntimeData();
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnUndoRedo()
|
||||
{
|
||||
_isDirty = true;
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
if (state == PlayModeStateChange.EnteredPlayMode)
|
||||
{
|
||||
_isPlaying = true;
|
||||
_hasRuntimeData = false;
|
||||
_stepUnlockState.Clear();
|
||||
_stepCompletedState.Clear();
|
||||
}
|
||||
else if (state == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
_isPlaying = false;
|
||||
_hasRuntimeData = false;
|
||||
_runtimeLevelData = null;
|
||||
}
|
||||
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawHeader();
|
||||
|
||||
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
switch (_selectedTab)
|
||||
{
|
||||
case 0: // Edit tab
|
||||
DrawEditTab();
|
||||
break;
|
||||
case 1: // Debug tab
|
||||
DrawDebugTab();
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply any pending changes
|
||||
if (_isDirty)
|
||||
{
|
||||
SaveChanges();
|
||||
_isDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
#region Header UI
|
||||
|
||||
private void DrawHeader()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
|
||||
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
|
||||
{
|
||||
LoadAllPuzzleSteps();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
// Tab-specific toolbar options
|
||||
if (_selectedTab == 0) // Edit tab
|
||||
{
|
||||
if (GUILayout.Button("Create New", EditorStyles.toolbarButton, GUILayout.Width(80)))
|
||||
{
|
||||
_showCreateNewStepDialog = true;
|
||||
}
|
||||
}
|
||||
else if (_selectedTab == 1) // Debug tab
|
||||
{
|
||||
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Edit Tab
|
||||
|
||||
private void DrawEditTab()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Left panel - puzzle step list
|
||||
EditorGUILayout.BeginVertical(GUILayout.Width(250));
|
||||
DrawStepListPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Separator
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Right panel - puzzle step editor
|
||||
EditorGUILayout.BeginVertical();
|
||||
DrawStepEditorPanel();
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Draw create new step dialog if needed
|
||||
if (_showCreateNewStepDialog)
|
||||
{
|
||||
DrawCreateNewStepDialog();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawStepListPanel()
|
||||
{
|
||||
// Search field
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
|
||||
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
|
||||
{
|
||||
_searchQuery = "";
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_puzzleListScrollPosition = EditorGUILayout.BeginScrollView(_puzzleListScrollPosition);
|
||||
|
||||
// If search query exists, show filtered results across all folders
|
||||
if (!string.IsNullOrEmpty(_searchQuery))
|
||||
{
|
||||
var filteredSteps = _allPuzzleSteps.Where(step =>
|
||||
step.displayName.ToLower().Contains(_searchQuery.ToLower()) ||
|
||||
step.stepId.ToLower().Contains(_searchQuery.ToLower())).ToList();
|
||||
|
||||
if (filteredSteps.Any())
|
||||
{
|
||||
EditorGUILayout.LabelField($"Search Results ({filteredSteps.Count}):", EditorStyles.boldLabel);
|
||||
|
||||
foreach (var step in filteredSteps)
|
||||
{
|
||||
if (DrawStepListItem(step))
|
||||
{
|
||||
_selectedStep = step;
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("No matching steps found");
|
||||
}
|
||||
}
|
||||
// Otherwise show organized by folder
|
||||
else
|
||||
{
|
||||
foreach (var folderEntry in _puzzleStepsByFolder)
|
||||
{
|
||||
string folderName = folderEntry.Key;
|
||||
List<PuzzleStepSO> steps = folderEntry.Value;
|
||||
|
||||
if (!_folderExpanded.ContainsKey(folderName))
|
||||
{
|
||||
_folderExpanded[folderName] = true; // Default to expanded
|
||||
}
|
||||
|
||||
// Folder header with toggle
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
_folderExpanded[folderName] = EditorGUILayout.Foldout(_folderExpanded[folderName], folderName, true);
|
||||
|
||||
// Show step count
|
||||
EditorGUILayout.LabelField($"({steps.Count})", GUILayout.Width(40));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Draw steps in folder if expanded
|
||||
if (_folderExpanded[folderName])
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
foreach (var step in steps)
|
||||
{
|
||||
if (DrawStepListItem(step))
|
||||
{
|
||||
_selectedStep = step;
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private bool DrawStepListItem(PuzzleStepSO step)
|
||||
{
|
||||
if (step == null) return false;
|
||||
|
||||
bool isSelected = step == _selectedStep;
|
||||
EditorGUILayout.BeginHorizontal(isSelected ? EditorStyles.selectionRect : EditorStyles.helpBox);
|
||||
|
||||
// Icon if available
|
||||
if (step.icon != null)
|
||||
{
|
||||
GUILayout.Label(new GUIContent(step.icon.texture), GUILayout.Width(20), GUILayout.Height(20));
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Space(24);
|
||||
}
|
||||
|
||||
// Name and ID
|
||||
EditorGUILayout.BeginVertical();
|
||||
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Check if this item was clicked
|
||||
Rect itemRect = GUILayoutUtility.GetLastRect();
|
||||
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
|
||||
&& itemRect.Contains(Event.current.mousePosition);
|
||||
|
||||
if (wasClicked)
|
||||
{
|
||||
Event.current.Use();
|
||||
}
|
||||
|
||||
return wasClicked;
|
||||
}
|
||||
|
||||
private void DrawStepEditorPanel()
|
||||
{
|
||||
if (_selectedStep == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Select a puzzle step to edit", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
_puzzleEditScrollPosition = EditorGUILayout.BeginScrollView(_puzzleEditScrollPosition);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
// Header with name and ID
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
|
||||
EditorGUILayout.LabelField(_selectedStep.displayName, EditorStyles.boldLabel);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Basic properties
|
||||
EditorGUILayout.LabelField("Basic Properties", EditorStyles.boldLabel);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Step ID
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Step ID:", GUILayout.Width(100));
|
||||
string newStepId = EditorGUILayout.TextField(_selectedStep.stepId);
|
||||
if (newStepId != _selectedStep.stepId)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Step ID");
|
||||
_selectedStep.stepId = newStepId;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Display Name
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Display Name:", GUILayout.Width(100));
|
||||
string newDisplayName = EditorGUILayout.TextField(_selectedStep.displayName);
|
||||
if (newDisplayName != _selectedStep.displayName)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Display Name");
|
||||
_selectedStep.displayName = newDisplayName;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Description
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Description:", GUILayout.Width(100));
|
||||
string newDescription = EditorGUILayout.TextArea(_selectedStep.description, GUILayout.Height(60));
|
||||
if (newDescription != _selectedStep.description)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Description");
|
||||
_selectedStep.description = newDescription;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Icon
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Icon:", GUILayout.Width(100));
|
||||
Sprite newIcon = (Sprite)EditorGUILayout.ObjectField(_selectedStep.icon, typeof(Sprite), false);
|
||||
if (newIcon != _selectedStep.icon)
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Icon");
|
||||
_selectedStep.icon = newIcon;
|
||||
_isDirty = true;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Unlocks (dependencies)
|
||||
EditorGUILayout.LabelField("Unlocks", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Steps that will be unlocked when this step is completed", MessageType.Info);
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Show unlocked steps list
|
||||
if (_selectedStep.unlocks.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < _selectedStep.unlocks.Count; i++)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Draw step selector
|
||||
PuzzleStepSO newUnlockedStep = (PuzzleStepSO)EditorGUILayout.ObjectField(
|
||||
_selectedStep.unlocks[i], typeof(PuzzleStepSO), false);
|
||||
|
||||
if (newUnlockedStep != _selectedStep.unlocks[i])
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Change Unlocked Step");
|
||||
_selectedStep.unlocks[i] = newUnlockedStep;
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
// Remove button
|
||||
if (GUILayout.Button("-", GUILayout.Width(20)))
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Remove Unlocked Step");
|
||||
_selectedStep.unlocks.RemoveAt(i);
|
||||
_isDirty = true;
|
||||
i--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("No steps will be unlocked");
|
||||
}
|
||||
|
||||
// Add new dependency
|
||||
if (GUILayout.Button("Add Unlocked Step"))
|
||||
{
|
||||
Undo.RecordObject(_selectedStep, "Add Unlocked Step");
|
||||
_selectedStep.unlocks.Add(null);
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Asset path info
|
||||
string assetPath = AssetDatabase.GetAssetPath(_selectedStep);
|
||||
EditorGUILayout.LabelField("Asset Path:", EditorStyles.miniLabel);
|
||||
EditorGUILayout.LabelField(assetPath, EditorStyles.miniLabel);
|
||||
|
||||
// Delete button
|
||||
EditorGUILayout.Space();
|
||||
if (GUILayout.Button("Delete Step", GUILayout.Width(100)))
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Delete Puzzle Step",
|
||||
$"Are you sure you want to delete '{_selectedStep.displayName}'? This action cannot be undone.",
|
||||
"Delete", "Cancel"))
|
||||
{
|
||||
DeletePuzzleStep(_selectedStep);
|
||||
_selectedStep = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
EditorUtility.SetDirty(_selectedStep);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawCreateNewStepDialog()
|
||||
{
|
||||
// Create a centered window
|
||||
Rect windowRect = new Rect(
|
||||
(position.width - 400) / 2,
|
||||
(position.height - 200) / 2,
|
||||
400, 200);
|
||||
|
||||
GUI.Box(windowRect, "Create New Puzzle Step", EditorStyles.helpBox);
|
||||
GUILayout.BeginArea(new Rect(windowRect.x + 10, windowRect.y + 30, windowRect.width - 20, windowRect.height - 40));
|
||||
|
||||
// Name field
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Name:", GUILayout.Width(80));
|
||||
_newStepName = EditorGUILayout.TextField(_newStepName);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Folder selection
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Folder:", GUILayout.Width(80));
|
||||
|
||||
// Create folder dropdown
|
||||
List<string> folderNames = _puzzleStepsByFolder.Keys.ToList();
|
||||
int selectedFolderIndex = folderNames.IndexOf(_selectedFolder);
|
||||
int newSelectedFolderIndex = EditorGUILayout.Popup(selectedFolderIndex >= 0 ? selectedFolderIndex : 0, folderNames.ToArray());
|
||||
if (newSelectedFolderIndex >= 0 && newSelectedFolderIndex < folderNames.Count)
|
||||
{
|
||||
_selectedFolder = folderNames[newSelectedFolderIndex];
|
||||
}
|
||||
else if (folderNames.Count > 0)
|
||||
{
|
||||
_selectedFolder = folderNames[0];
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Cancel", GUILayout.Width(100)))
|
||||
{
|
||||
_showCreateNewStepDialog = false;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Create", GUILayout.Width(100)))
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_newStepName) && !string.IsNullOrEmpty(_selectedFolder))
|
||||
{
|
||||
CreateNewPuzzleStep(_newStepName, _selectedFolder);
|
||||
_showCreateNewStepDialog = false;
|
||||
_newStepName = "New Step";
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Debug Tab
|
||||
|
||||
private void DrawDebugTab()
|
||||
{
|
||||
if (!_isPlaying)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Enter Play Mode to debug puzzles at runtime", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_hasRuntimeData || _runtimeLevelData == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Waiting for puzzle data to be loaded...", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
|
||||
|
||||
// List all steps with their current state
|
||||
EditorGUILayout.LabelField("Puzzle Steps", EditorStyles.boldLabel);
|
||||
|
||||
// Show steps directly from the level data in a flat list
|
||||
foreach (var step in _runtimeLevelData.allSteps)
|
||||
{
|
||||
if (step == null) continue;
|
||||
|
||||
DrawRuntimeStepItem(step);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawRuntimeStepItem(PuzzleStepSO step)
|
||||
{
|
||||
bool isUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
|
||||
bool isCompleted = _stepCompletedState.ContainsKey(step.stepId) && _stepCompletedState[step.stepId];
|
||||
|
||||
// Set background color based on state
|
||||
Color originalColor = GUI.backgroundColor;
|
||||
|
||||
if (isCompleted)
|
||||
GUI.backgroundColor = new Color(0.5f, 1f, 0.5f); // Green for completed
|
||||
else if (isUnlocked)
|
||||
GUI.backgroundColor = new Color(1f, 1f, 0.5f); // Yellow for unlocked but not completed
|
||||
else
|
||||
GUI.backgroundColor = new Color(1f, 0.5f, 0.5f); // Red for locked
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// Reset color
|
||||
GUI.backgroundColor = originalColor;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Step info
|
||||
EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
|
||||
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
|
||||
|
||||
// Status text
|
||||
string statusText = isCompleted ? "Completed" : (isUnlocked ? "Unlocked" : "Locked");
|
||||
EditorGUILayout.LabelField($"Status: {statusText}", EditorStyles.miniLabel);
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Action buttons
|
||||
EditorGUILayout.BeginVertical(GUILayout.Width(100));
|
||||
|
||||
EditorGUI.BeginDisabledGroup(isCompleted);
|
||||
if (GUILayout.Button(isUnlocked ? "Lock" : "Unlock"))
|
||||
{
|
||||
ToggleStepUnlocked(step);
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
EditorGUI.BeginDisabledGroup(!isUnlocked || isCompleted);
|
||||
if (GUILayout.Button("Complete"))
|
||||
{
|
||||
CompleteStep(step);
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Data Management
|
||||
|
||||
private void LoadAllPuzzleSteps()
|
||||
{
|
||||
_allPuzzleSteps.Clear();
|
||||
_puzzleStepsByFolder.Clear();
|
||||
|
||||
// Find all PuzzleStepSO assets in the project
|
||||
string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
|
||||
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
|
||||
// Only include assets from the Data folder
|
||||
if (assetPath.StartsWith(PuzzleDataBasePath))
|
||||
{
|
||||
PuzzleStepSO step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(assetPath);
|
||||
|
||||
if (step != null)
|
||||
{
|
||||
_allPuzzleSteps.Add(step);
|
||||
|
||||
// Add to folder dictionary for organization
|
||||
string folder = Path.GetDirectoryName(assetPath)?.Replace("\\", "/");
|
||||
|
||||
if (folder != null)
|
||||
{
|
||||
if (!_puzzleStepsByFolder.ContainsKey(folder))
|
||||
{
|
||||
_puzzleStepsByFolder[folder] = new List<PuzzleStepSO>();
|
||||
}
|
||||
|
||||
_puzzleStepsByFolder[folder].Add(step);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure each folder is sorted by name
|
||||
foreach (var key in _puzzleStepsByFolder.Keys.ToList())
|
||||
{
|
||||
_puzzleStepsByFolder[key] = _puzzleStepsByFolder[key]
|
||||
.OrderBy(step => step.displayName)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
_isDirty = false;
|
||||
}
|
||||
|
||||
private void SaveChanges()
|
||||
{
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
private void CreateNewPuzzleStep(string stepName, string folderPath)
|
||||
{
|
||||
// Create a new PuzzleStepSO
|
||||
PuzzleStepSO newStep = CreateInstance<PuzzleStepSO>();
|
||||
newStep.stepId = GenerateUniqueStepId(stepName);
|
||||
newStep.displayName = stepName;
|
||||
|
||||
// Create the path
|
||||
string assetPath = Path.Combine(folderPath, $"{stepName}.asset").Replace("\\", "/");
|
||||
|
||||
// Make sure the directory exists
|
||||
string directory = Path.GetDirectoryName(assetPath);
|
||||
if (!Directory.Exists(directory))
|
||||
{
|
||||
Directory.CreateDirectory(directory);
|
||||
}
|
||||
|
||||
// Create the asset
|
||||
AssetDatabase.CreateAsset(newStep, assetPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
// Reload all steps and select the new one
|
||||
LoadAllPuzzleSteps();
|
||||
_selectedStep = newStep;
|
||||
}
|
||||
|
||||
private void DeletePuzzleStep(PuzzleStepSO step)
|
||||
{
|
||||
if (step == null) return;
|
||||
|
||||
string assetPath = AssetDatabase.GetAssetPath(step);
|
||||
|
||||
if (!string.IsNullOrEmpty(assetPath))
|
||||
{
|
||||
// Also need to remove all references to this step from other steps' unlocks lists
|
||||
foreach (var otherStep in _allPuzzleSteps)
|
||||
{
|
||||
if (otherStep != null && otherStep != step)
|
||||
{
|
||||
if (otherStep.unlocks.Contains(step))
|
||||
{
|
||||
Undo.RecordObject(otherStep, "Remove Deleted Step Reference");
|
||||
otherStep.unlocks.Remove(step);
|
||||
EditorUtility.SetDirty(otherStep);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AssetDatabase.DeleteAsset(assetPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
// Reload all steps
|
||||
LoadAllPuzzleSteps();
|
||||
}
|
||||
}
|
||||
|
||||
private string GenerateUniqueStepId(string baseName)
|
||||
{
|
||||
// Convert to lowercase and replace spaces with underscores
|
||||
string baseId = baseName.ToLower().Replace(" ", "_");
|
||||
|
||||
// Check if this ID already exists
|
||||
bool idExists = _allPuzzleSteps.Any(step => step.stepId == baseId);
|
||||
|
||||
if (!idExists)
|
||||
{
|
||||
return baseId;
|
||||
}
|
||||
|
||||
// Add a number suffix if ID already exists
|
||||
int counter = 1;
|
||||
while (_allPuzzleSteps.Any(step => step.stepId == $"{baseId}_{counter}"))
|
||||
{
|
||||
counter++;
|
||||
}
|
||||
|
||||
return $"{baseId}_{counter}";
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Runtime Debug Helpers
|
||||
|
||||
private void UpdateRuntimeData()
|
||||
{
|
||||
if (!_isPlaying) return;
|
||||
|
||||
// Find PuzzleManager instance
|
||||
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
|
||||
|
||||
if (puzzleManager == null)
|
||||
{
|
||||
_hasRuntimeData = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Get current level data
|
||||
var levelData = puzzleManager.GetCurrentLevelData();
|
||||
if (levelData == null)
|
||||
{
|
||||
_hasRuntimeData = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_hasRuntimeData = true;
|
||||
_runtimeLevelData = levelData;
|
||||
|
||||
// Update step states
|
||||
foreach (var step in _runtimeLevelData.allSteps)
|
||||
{
|
||||
if (step != null)
|
||||
{
|
||||
_stepUnlockState[step.stepId] = puzzleManager.IsStepUnlocked(step);
|
||||
_stepCompletedState[step.stepId] = puzzleManager.IsPuzzleStepCompleted(step.stepId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ToggleStepUnlocked(PuzzleStepSO step)
|
||||
{
|
||||
if (!_isPlaying || step == null) return;
|
||||
|
||||
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
|
||||
if (puzzleManager == null) return;
|
||||
|
||||
// Get current unlock state
|
||||
bool isCurrentlyUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
|
||||
|
||||
// Call appropriate method using reflection since these might be private methods
|
||||
System.Type managerType = puzzleManager.GetType();
|
||||
|
||||
if (isCurrentlyUnlocked)
|
||||
{
|
||||
// Find the LockStep method that takes a PuzzleStepSO parameter
|
||||
System.Reflection.MethodInfo lockMethod = managerType.GetMethod("LockStep",
|
||||
System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
|
||||
if (lockMethod != null)
|
||||
{
|
||||
lockMethod.Invoke(puzzleManager, new object[] { step });
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find the UnlockStep method that takes a PuzzleStepSO parameter
|
||||
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
|
||||
System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.Public |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
|
||||
if (unlockMethod != null)
|
||||
{
|
||||
unlockMethod.Invoke(puzzleManager, new object[] { step });
|
||||
}
|
||||
}
|
||||
|
||||
// Update state
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
private void CompleteStep(PuzzleStepSO step)
|
||||
{
|
||||
if (!_isPlaying || step == null) return;
|
||||
|
||||
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
|
||||
if (puzzleManager == null) return;
|
||||
|
||||
// Complete the step
|
||||
puzzleManager.MarkPuzzleStepCompleted(step);
|
||||
|
||||
// Update state
|
||||
UpdateRuntimeData();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs.meta
Normal file
3
Assets/Editor/PuzzleSystem/PuzzleEditorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c733f3c6624e4e5486c07abfe4fab81e
|
||||
timeCreated: 1760539457
|
||||
Reference in New Issue
Block a user