[Util] Add the possiblity to also edit items via the custom editor window
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@@ -43,18 +43,7 @@ namespace Editor
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EditorGUILayout.SelectableLabel(_saveFolderPath, 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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string selected = EditorUtility.OpenFolderPanel("Select Save Folder", Path.Combine(Application.dataPath, "Prefabs/Items"), "");
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if (!string.IsNullOrEmpty(selected))
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{
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if (selected.Replace("\\", "/").Contains(Application.dataPath.Replace("\\", "/")))
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{
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_saveFolderPath = "Assets" + selected.Replace("\\", "/").Substring(Application.dataPath.Replace("\\", "/").Length);
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}
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else
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{
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EditorUtility.DisplayDialog("Invalid Folder", "Please select a folder inside the Assets directory.", "OK");
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}
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}
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_saveFolderPath = PrefabEditorUtility.SelectFolder(_saveFolderPath, "Prefabs/Items");
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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@@ -75,27 +64,16 @@ namespace Editor
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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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string selected = EditorUtility.OpenFolderPanel("Select Pickup Data Folder", Path.Combine(Application.dataPath, "Data/Items"), "");
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if (!string.IsNullOrEmpty(selected))
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{
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if (selected.Replace("\\", "/").Contains(Application.dataPath.Replace("\\", "/")))
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{
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_pickupSoFolderPath = "Assets" + selected.Replace("\\", "/").Substring(Application.dataPath.Replace("\\", "/").Length);
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}
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else
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{
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EditorUtility.DisplayDialog("Invalid Folder", "Please select a folder inside the Assets directory.", "OK");
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}
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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 = CreateScriptableAsset<PickupItemData>(_prefabName + "_pickupSO", _pickupSoFolderPath);
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_pickupData = PrefabEditorUtility.CreateScriptableAsset<PickupItemData>(_prefabName + "_pickup", _pickupSoFolderPath);
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}
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if (_pickupData != null)
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{
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DrawScriptableObjectEditor(_pickupData);
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PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
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}
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}
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if (_addObjective)
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@@ -108,27 +86,16 @@ namespace Editor
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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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string selected = EditorUtility.OpenFolderPanel("Select Puzzle Data Folder", Path.Combine(Application.dataPath, "Data/Puzzles"), "");
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if (!string.IsNullOrEmpty(selected))
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{
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if (selected.Replace("\\", "/").Contains(Application.dataPath.Replace("\\", "/")))
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{
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_puzzleSoFolderPath = "Assets" + selected.Replace("\\", "/").Substring(Application.dataPath.Replace("\\", "/").Length);
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}
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else
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{
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EditorUtility.DisplayDialog("Invalid Folder", "Please select a folder inside the Assets directory.", "OK");
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}
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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 = CreateScriptableAsset<PuzzleStepSO>(_prefabName + "_puzzleSO", _puzzleSoFolderPath);
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_objectiveData = PrefabEditorUtility.CreateScriptableAsset<PuzzleStepSO>(_prefabName + "_puzzle", _puzzleSoFolderPath);
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}
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if (_objectiveData != null)
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{
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DrawScriptableObjectEditor(_objectiveData);
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PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _objectiveData);
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}
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}
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GUILayout.FlexibleSpace();
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@@ -173,38 +140,5 @@ namespace Editor
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AssetDatabase.Refresh();
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EditorUtility.DisplayDialog("Prefab Created", $"Prefab saved to {prefabPath}", "OK");
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}
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private T CreateScriptableAsset<T>(string assetName, string folderPath) where T : ScriptableObject
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{
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// Ensure folder exists
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if (!AssetDatabase.IsValidFolder(folderPath))
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{
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Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), folderPath));
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AssetDatabase.Refresh();
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}
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string folder = !string.IsNullOrEmpty(folderPath) ? folderPath : "Assets";
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string path = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(folder, assetName + ".asset"));
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var asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, path);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Selection.activeObject = asset;
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return asset;
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}
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private string SanitizeFileName(string fileName)
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{
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foreach (char c in Path.GetInvalidFileNameChars())
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fileName = fileName.Replace(c, '_');
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return fileName;
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}
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private void DrawScriptableObjectEditor(ScriptableObject so)
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{
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if (so == null) return;
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if (_soEditor == null || _soEditor.target != so)
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_soEditor = UnityEditor.Editor.CreateEditor(so);
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if (_soEditor != null)
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_soEditor.OnInspectorGUI();
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}
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}
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}
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