[Util] Add the possiblity to also edit items via the custom editor window
This commit is contained in:
128
Assets/Editor/ItemPrefabEditor.cs
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128
Assets/Editor/ItemPrefabEditor.cs
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using UnityEditor;
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using UnityEngine;
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using System.IO;
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namespace Editor
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{
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[CustomEditor(typeof(GameObject))]
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public class ItemPrefabEditor : UnityEditor.Editor
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{
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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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public override void OnInspectorGUI()
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{
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GameObject go = (GameObject)target;
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bool isItem = go.GetComponent<Interactable>() != null;
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if (!isItem)
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{
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DrawDefaultInspector();
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return;
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}
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EditorGUILayout.LabelField("Item Prefab Editor", EditorStyles.boldLabel);
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// Pickup
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bool hasPickup = go.GetComponent<Pickup>() != null;
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bool addPickup = EditorGUILayout.Toggle("Pickup", hasPickup);
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if (addPickup && !hasPickup)
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{
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PrefabEditorUtility.AddOrGetComponent<Pickup>(go);
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}
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else if (!addPickup && hasPickup)
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{
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PrefabEditorUtility.RemoveComponent<Pickup>(go);
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}
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// CombineWithBehavior
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bool hasCombine = go.GetComponent<CombineWithBehavior>() != null;
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bool addCombine = EditorGUILayout.Toggle("CombineWithBehavior", hasCombine);
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if (addCombine && !hasCombine)
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{
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PrefabEditorUtility.AddOrGetComponent<CombineWithBehavior>(go);
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}
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else if (!addCombine && hasCombine)
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{
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PrefabEditorUtility.RemoveComponent<CombineWithBehavior>(go);
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}
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// SlotItemBehavior
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bool hasSlot = go.GetComponent<SlotItemBehavior>() != null;
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bool addSlot = EditorGUILayout.Toggle("SlotItemBehavior", hasSlot);
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if (addSlot && !hasSlot)
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{
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PrefabEditorUtility.AddOrGetComponent<SlotItemBehavior>(go);
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}
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else if (!addSlot && hasSlot)
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{
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PrefabEditorUtility.RemoveComponent<SlotItemBehavior>(go);
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}
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// ObjectiveStepBehaviour
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bool hasObjective = go.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>(go);
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}
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else if (!addObjective && hasObjective)
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{
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PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(go);
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}
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// Pickup Data
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if (addPickup)
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{
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var pickup = go.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>(go.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 = go.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>(go.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(go);
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PrefabUtility.RecordPrefabInstancePropertyModifications(go);
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}
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}
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}
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}
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3
Assets/Editor/ItemPrefabEditor.cs.meta
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3
Assets/Editor/ItemPrefabEditor.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 943b203cde5343c68a6278c111fce2ed
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timeCreated: 1757508162
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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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73
Assets/Editor/PrefabEditorUtility.cs
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73
Assets/Editor/PrefabEditorUtility.cs
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using UnityEditor;
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using UnityEngine;
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using System.IO;
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namespace Editor
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{
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public static class PrefabEditorUtility
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{
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public static 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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public static string SelectFolder(string currentPath, string defaultSubfolder)
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{
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string selected = EditorUtility.OpenFolderPanel("Select Folder", Path.Combine(Application.dataPath, defaultSubfolder), "");
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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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return "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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return currentPath;
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}
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public static T CreateScriptableAsset<T>(string assetName, string folderPath) where T : ScriptableObject
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{
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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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public static void DrawScriptableObjectEditor(ref UnityEditor.Editor soEditor, 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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public static void AddOrGetComponent<T>(GameObject go) where T : Component
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{
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if (go.GetComponent<T>() == null)
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go.AddComponent<T>();
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}
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public static void RemoveComponent<T>(GameObject go) where T : Component
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{
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var comp = go.GetComponent<T>();
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if (comp != null)
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Object.DestroyImmediate(comp, true);
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}
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}
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}
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3
Assets/Editor/PrefabEditorUtility.cs.meta
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3
Assets/Editor/PrefabEditorUtility.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 87acf24f23da4b8c8f6865a1208dd64f
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timeCreated: 1757508110
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