Simple Pigman AI
This commit is contained in:
committed by
Michal Pikulski
parent
e60d516e7e
commit
edb83ef13d
@@ -9,7 +9,7 @@ namespace AppleHills.Core.Settings.Editor
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{
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private Vector2 scrollPosition;
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private List<BaseDeveloperSettings> allDeveloperSettings = new List<BaseDeveloperSettings>();
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private string[] tabNames = new string[] { "Diving", "Debug", "Other Systems" }; // Added Debug tab
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private string[] tabNames = new string[] { "Diving", "Fort Fight", "Debug", "Other Systems" };
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private int selectedTab = 0;
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private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
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private GUIStyle headerStyle;
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@@ -45,6 +45,7 @@ namespace AppleHills.Core.Settings.Editor
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// If any settings are missing, create them
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CreateSettingsIfMissing<DivingDeveloperSettings>("DivingDeveloperSettings");
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CreateSettingsIfMissing<FortFightDeveloperSettings>("FortFightDeveloperSettings");
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CreateSettingsIfMissing<DebugSettings>("DebugSettings");
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// Add more developer settings types here as needed
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@@ -114,10 +115,13 @@ namespace AppleHills.Core.Settings.Editor
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case 0: // Diving
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DrawSettingsEditor<DivingDeveloperSettings>();
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break;
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case 1: // Debug
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case 1: // Fort Fight
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DrawSettingsEditor<FortFightDeveloperSettings>();
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break;
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case 2: // Debug
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DrawSettingsEditor<DebugSettings>();
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break;
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case 2: // Other Systems
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case 3: // Other Systems
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EditorGUILayout.HelpBox("Other developer settings will appear here as they are added.", MessageType.Info);
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break;
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// Add additional cases as more developer settings types are added
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@@ -10,11 +10,16 @@ namespace AppleHills.Editor
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[InitializeOnLoad]
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public static class EditorSettingsProvider
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{
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// Gameplay Settings
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private static PlayerFollowerSettings _playerFollowerSettings;
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private static InteractionSettings _interactionSettings;
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private static DivingMinigameSettings _divingMinigameSettings;
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private static Minigames.FortFight.Core.FortFightSettings _fortFightSettings;
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// Developer Settings
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private static FortFightDeveloperSettings _fortFightDeveloperSettings;
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private static DivingDeveloperSettings _divingDeveloperSettings;
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// Static constructor will be called when Unity loads/reloads scripts
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static EditorSettingsProvider()
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{
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@@ -54,11 +59,16 @@ namespace AppleHills.Editor
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public static void LoadAllSettings()
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{
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// Load gameplay settings
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_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
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_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
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_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
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_fortFightSettings = AssetDatabase.LoadAssetAtPath<Minigames.FortFight.Core.FortFightSettings>("Assets/Settings/FortFightSettings.asset");
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// Load developer settings
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_fortFightDeveloperSettings = AssetDatabase.LoadAssetAtPath<FortFightDeveloperSettings>("Assets/Settings/Developer/FortFightDeveloperSettings.asset");
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_divingDeveloperSettings = AssetDatabase.LoadAssetAtPath<DivingDeveloperSettings>("Assets/Settings/Developer/DivingDeveloperSettings.asset");
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// Re-register the delegates in case they were lost
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AppleHills.SettingsAccess.SetupEditorProviders(
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GetPlayerStopDistance,
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@@ -112,5 +122,18 @@ namespace AppleHills.Editor
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return null;
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}
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/// <summary>
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/// Get developer settings in editor mode (for OnDrawGizmos, etc.)
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/// </summary>
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public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
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{
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if (typeof(T) == typeof(FortFightDeveloperSettings))
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return _fortFightDeveloperSettings as T;
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else if (typeof(T) == typeof(DivingDeveloperSettings))
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return _divingDeveloperSettings as T;
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return null;
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}
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}
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}
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