[Util] Add the possiblity to also edit items via the custom editor window

This commit is contained in:
Michal Pikulski
2025-09-10 14:45:25 +02:00
parent ba56f1ec9c
commit 9579a8ef57
5 changed files with 214 additions and 73 deletions

View File

@@ -0,0 +1,128 @@
using UnityEditor;
using UnityEngine;
using System.IO;
namespace Editor
{
[CustomEditor(typeof(GameObject))]
public class ItemPrefabEditor : UnityEditor.Editor
{
private PickupItemData _pickupData;
private PuzzleStepSO _objectiveData;
private UnityEditor.Editor _soEditor;
private string _pickupSoFolderPath = "Assets/Data/Items";
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
public override void OnInspectorGUI()
{
GameObject go = (GameObject)target;
bool isItem = go.GetComponent<Interactable>() != null;
if (!isItem)
{
DrawDefaultInspector();
return;
}
EditorGUILayout.LabelField("Item Prefab Editor", EditorStyles.boldLabel);
// Pickup
bool hasPickup = go.GetComponent<Pickup>() != null;
bool addPickup = EditorGUILayout.Toggle("Pickup", hasPickup);
if (addPickup && !hasPickup)
{
PrefabEditorUtility.AddOrGetComponent<Pickup>(go);
}
else if (!addPickup && hasPickup)
{
PrefabEditorUtility.RemoveComponent<Pickup>(go);
}
// CombineWithBehavior
bool hasCombine = go.GetComponent<CombineWithBehavior>() != null;
bool addCombine = EditorGUILayout.Toggle("CombineWithBehavior", hasCombine);
if (addCombine && !hasCombine)
{
PrefabEditorUtility.AddOrGetComponent<CombineWithBehavior>(go);
}
else if (!addCombine && hasCombine)
{
PrefabEditorUtility.RemoveComponent<CombineWithBehavior>(go);
}
// SlotItemBehavior
bool hasSlot = go.GetComponent<SlotItemBehavior>() != null;
bool addSlot = EditorGUILayout.Toggle("SlotItemBehavior", hasSlot);
if (addSlot && !hasSlot)
{
PrefabEditorUtility.AddOrGetComponent<SlotItemBehavior>(go);
}
else if (!addSlot && hasSlot)
{
PrefabEditorUtility.RemoveComponent<SlotItemBehavior>(go);
}
// ObjectiveStepBehaviour
bool hasObjective = go.GetComponent<ObjectiveStepBehaviour>() != null;
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", hasObjective);
if (addObjective && !hasObjective)
{
PrefabEditorUtility.AddOrGetComponent<ObjectiveStepBehaviour>(go);
}
else if (!addObjective && hasObjective)
{
PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(go);
}
// Pickup Data
if (addPickup)
{
var pickup = go.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>(go.name + "_pickup", _pickupSoFolderPath);
}
if (_pickupData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
pickup.itemData = _pickupData;
}
}
// Objective Data
if (addObjective)
{
var obj = go.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>(go.name + "_puzzle", _puzzleSoFolderPath);
}
if (_objectiveData != null)
{
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
obj.stepData = _objectiveData;
}
}
if (GUI.changed)
{
EditorUtility.SetDirty(go);
PrefabUtility.RecordPrefabInstancePropertyModifications(go);
}
}
}
}