Rework interactables into a flatter hierarchy, reenable puzzles as well
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@@ -1,4 +1,6 @@
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using UnityEditor;
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using Interactions;
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using PuzzleS;
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using UnityEditor;
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using UnityEngine;
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namespace Editor
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@@ -64,27 +66,16 @@ namespace Editor
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{
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PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
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}
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// CombineWithBehavior
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bool hasCombine = _selectedGameObject.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>(_selectedGameObject);
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}
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else if (!addCombine && hasCombine)
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{
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PrefabEditorUtility.RemoveComponent<CombineWithBehavior>(_selectedGameObject);
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}
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// SlotItemBehavior
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bool hasSlot = _selectedGameObject.GetComponent<SlotItemBehavior>() != null;
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bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != 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>(_selectedGameObject);
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PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
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}
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else if (!addSlot && hasSlot)
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{
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PrefabEditorUtility.RemoveComponent<SlotItemBehavior>(_selectedGameObject);
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PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
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}
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// ObjectiveStepBehaviour
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bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
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