Compare commits

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23 Commits

Author SHA1 Message Date
Michal Pikulski
05753cc214 Add a pause menu, auto load via bootstrap and correctly show depending on the current scene 2025-09-25 12:05:42 +02:00
Michal Pikulski
74e65fdf42 InputModeSwitching in InputManager and no more player input during UI pop ups 2025-09-25 10:40:17 +02:00
bc22fd013e Add input maps for player input mode and UI" 2025-09-24 16:36:31 +02:00
63cb3f1a8c Revamp the settings system (#7)
- A Settings Provider system to utilize addressables for loading settings at runtime
- An editor UI for easy modifications of the settings objects
- A split out developer settings functionality to keep gameplay and nitty-gritty details separately
- Most settings migrated out of game objects and into the new system
- An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Reviewed-on: #7
2025-09-24 13:33:43 +00:00
Michal Pikulski
4b206b9b2e Little Trafalgar dust trail fun 2025-09-23 11:05:35 +02:00
2ae2bc3ac5 Updates to make sure the build goes through 2025-09-22 15:40:41 +02:00
1a9c82f5d7 Touch up touch input 2025-09-22 15:01:53 +02:00
da07f778c3 Move around scripts to cleanup the Minigame structure 2025-09-22 14:50:51 +02:00
96aad806a9 Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-09-22 14:49:36 +02:00
f589b53234 Changes to the Diving For Pictures Minigame 2025-09-22 14:49:17 +02:00
28c342235c Merge pull request 'damianNonsense' (#4) from damianNonsense into main
Reviewed-on: #4
2025-09-22 12:46:50 +00:00
322bd5377d SoundGenerator Puzzle Section WIP
Started on the sound generator section of the soundbird puzzle, plus organized folders.
2025-09-22 14:37:16 +02:00
2923ba0851 Lawnmowwer is working!
Done with the lawnmower section of the puzzle.
2025-09-22 14:37:16 +02:00
8ed40e137c Update Quarry.unity 2025-09-22 14:37:16 +02:00
aa16f36eac Lawnmower Chase Work
Gardener chases but gets flipped
2025-09-22 14:37:15 +02:00
6abf25b2ad Working gardener chase without flipping 2025-09-22 14:37:15 +02:00
e1ee73bfb4 Trying to make the lawnmower flip 2025-09-22 14:37:15 +02:00
074b052abe Populate minigame with obstacles and monster spawns (#5)
- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
2025-09-22 14:37:15 +02:00
5305c20b00 Create a diving minigame MVP (#6)
- Obstacles
- Tiles
- Object pooling
- Monster spawns
- Scoring
- Minigame End

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Reviewed-on: #6
2025-09-22 12:16:32 +00:00
46755fecb3 Populate minigame with obstacles and monster spawns (#5)
- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
2025-09-21 07:32:56 +00:00
2ec5c3d855 Working monster spawns 2025-09-19 13:46:24 +02:00
40c3867d29 Add a sprite variant generator and create monster prefabs for heads 2025-09-19 13:14:47 +02:00
d110616907 Add Monster Spawn points, monster head placeholders. Add utility for prefab variation by sprite selection. 2025-09-19 12:51:25 +02:00
241 changed files with 26716 additions and 1163 deletions

2
.gitignore vendored
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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
using System.IO;
namespace AppleHills.Core.Settings.Editor
{
public class DeveloperSettingsEditorWindow : EditorWindow
{
private Vector2 scrollPosition;
private List<BaseDeveloperSettings> allDeveloperSettings = new List<BaseDeveloperSettings>();
private string[] tabNames = new string[] { "Diving", "Other Systems" }; // Add more tabs as needed
private int selectedTab = 0;
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
[MenuItem("AppleHills/Developer Settings Editor")]
public static void ShowWindow()
{
GetWindow<DeveloperSettingsEditorWindow>("Developer Settings");
}
private void OnEnable()
{
LoadAllSettings();
}
private void LoadAllSettings()
{
allDeveloperSettings.Clear();
serializedSettingsObjects.Clear();
// Find all developer settings assets
string[] guids = AssetDatabase.FindAssets("t:BaseDeveloperSettings");
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
BaseDeveloperSettings settings = AssetDatabase.LoadAssetAtPath<BaseDeveloperSettings>(path);
if (settings != null)
{
allDeveloperSettings.Add(settings);
serializedSettingsObjects[settings.GetType().Name] = new SerializedObject(settings);
}
}
// If any settings are missing, create them
CreateSettingsIfMissing<DivingDeveloperSettings>("DivingDeveloperSettings");
// Add more developer settings types here as needed
// CreateSettingsIfMissing<OtherDeveloperSettings>("OtherDeveloperSettings");
}
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseDeveloperSettings
{
if (!allDeveloperSettings.Any(s => s is T))
{
// Check if the asset already exists
string[] guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}");
if (guids.Length == 0)
{
// Create the settings folder if it doesn't exist
string settingsFolder = "Assets/Settings/Developer";
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
{
AssetDatabase.CreateFolder("Assets", "Settings");
}
if (!AssetDatabase.IsValidFolder(settingsFolder))
{
AssetDatabase.CreateFolder("Assets/Settings", "Developer");
}
// Create new settings asset
T settings = CreateInstance<T>();
string path = $"{settingsFolder}/{fileName}.asset";
AssetDatabase.CreateAsset(settings, path);
AssetDatabase.SaveAssets();
allDeveloperSettings.Add(settings);
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
Debug.Log($"Created missing developer settings asset: {path}");
}
else
{
// Load existing asset
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
T settings = AssetDatabase.LoadAssetAtPath<T>(path);
allDeveloperSettings.Add(settings);
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
}
}
}
private void OnGUI()
{
if (headerStyle == null)
{
headerStyle = new GUIStyle(EditorStyles.boldLabel);
headerStyle.fontSize = 14;
headerStyle.margin = new RectOffset(0, 0, 10, 10);
}
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Apple Hills Developer Settings", headerStyle);
EditorGUILayout.HelpBox("This editor is for technical settings intended for developers. For gameplay settings, use the Game Settings editor.", MessageType.Info);
EditorGUILayout.Space(10);
selectedTab = GUILayout.Toolbar(selectedTab, tabNames);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
switch (selectedTab)
{
case 0: // Diving
DrawSettingsEditor<DivingDeveloperSettings>();
break;
case 1: // Other Systems
EditorGUILayout.HelpBox("Other developer settings will appear here as they are added.", MessageType.Info);
break;
// Add additional cases as more developer settings types are added
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Refresh", GUILayout.Width(100)))
{
LoadAllSettings();
}
if (GUILayout.Button("Save All", GUILayout.Width(100)))
{
foreach (var serializedObj in serializedSettingsObjects.Values)
{
serializedObj.ApplyModifiedProperties();
EditorUtility.SetDirty(serializedObj.targetObject);
}
AssetDatabase.SaveAssets();
Debug.Log("All developer settings saved!");
}
EditorGUILayout.EndHorizontal();
}
private void DrawSettingsEditor<T>() where T : BaseDeveloperSettings
{
BaseDeveloperSettings settings = allDeveloperSettings.Find(s => s is T);
if (settings == null)
{
EditorGUILayout.HelpBox($"No {typeof(T).Name} found. Click Refresh to create one.", MessageType.Warning);
return;
}
SerializedObject serializedObj = serializedSettingsObjects[typeof(T).Name];
serializedObj.Update();
EditorGUILayout.Space(10);
// Draw all properties
SerializedProperty property = serializedObj.GetIterator();
bool enterChildren = true;
while (property.NextVisible(enterChildren))
{
enterChildren = false;
// Skip the script field
if (property.name == "m_Script") continue;
// Group headers
if (property.isArray && property.propertyType == SerializedPropertyType.Generic)
{
EditorGUILayout.LabelField(property.displayName, EditorStyles.boldLabel);
}
EditorGUILayout.PropertyField(property, true);
}
// Apply changes
if (serializedObj.ApplyModifiedProperties())
{
EditorUtility.SetDirty(settings);
// Trigger OnValidate on the asset
if (settings != null)
{
settings.OnValidate();
}
}
}
// Helper method to highlight important fields
private void DrawHighlightedProperty(SerializedProperty property, string tooltip = null)
{
GUI.backgroundColor = new Color(0.8f, 0.9f, 1f); // Light blue for developer settings
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUI.backgroundColor = Color.white;
EditorGUILayout.PropertyField(property, new GUIContent(property.displayName, tooltip));
EditorGUILayout.EndVertical();
}
}
}

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fileFormatVersion: 2
guid: 8ab6d9fee0924431b8e22edb500b35df
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@@ -0,0 +1,48 @@
using UnityEditor;
using UnityEngine;
using Minigames.DivingForPictures;
/// <summary>
/// Custom editor for DivingGameManager that adds runtime buttons for testing surfacing and other functionality
/// </summary>
[CustomEditor(typeof(DivingGameManager))]
public class DivingGameManagerEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
// Draw the default inspector
DrawDefaultInspector();
// Get the target DivingGameManager
DivingGameManager manager = (DivingGameManager)target;
// Add space between default inspector and custom buttons
EditorGUILayout.Space(10);
// Separator line
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
// Add a label for the runtime testing section
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
// Only enable the buttons during play mode
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
// Add the button to call StartSurfacing
if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
{
manager.StartSurfacing();
}
// Add a button for breaking a rope (for testing damage)
if (GUILayout.Button("Break Rope (Test Damage)", GUILayout.Height(30)))
{
manager.ForceBreakRope();
}
EditorGUI.EndDisabledGroup();
// Add explanatory text
EditorGUILayout.HelpBox("These buttons only work in Play Mode. 'Start Surfacing' will reverse the trench direction, slow bubbles, and reverse obstacles. 'Break Rope' simulates player taking damage.", MessageType.Info);
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8bbb340d8d9b4af581770757e86cc1f8
timeCreated: 1758532258

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@@ -0,0 +1,97 @@
using UnityEditor;
using AppleHills.Core.Settings;
using UnityEngine;
namespace AppleHills.Editor
{
/// <summary>
/// Provides access to settings in editor (non-play) mode
/// </summary>
[InitializeOnLoad]
public static class EditorSettingsProvider
{
private static PlayerFollowerSettings _playerFollowerSettings;
private static InteractionSettings _interactionSettings;
private static DivingMinigameSettings _divingMinigameSettings;
// Static constructor will be called when Unity loads/reloads scripts
static EditorSettingsProvider()
{
LoadAllSettings();
// Set up the delegates in SettingsAccess
AppleHills.SettingsAccess.SetupEditorProviders(
GetPlayerStopDistance,
GetPlayerStopDistanceDirectInteraction
);
// Subscribe to asset changes to auto-refresh when settings are modified
EditorApplication.delayCall += () =>
{
EditorApplication.projectChanged += OnProjectChanged;
};
}
private static void OnProjectChanged()
{
// Check if any settings assets have changed
if (HasSettingsChanged())
{
LoadAllSettings();
RefreshSceneViews();
}
}
private static bool HasSettingsChanged()
{
// Simplified check - you might want to make this more efficient
// by checking timestamps or specific files
return true;
}
public static void LoadAllSettings()
{
_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
// Re-register the delegates in case they were lost
AppleHills.SettingsAccess.SetupEditorProviders(
GetPlayerStopDistance,
GetPlayerStopDistanceDirectInteraction
);
Debug.Log("Editor settings loaded for Scene View use");
}
public static void RefreshSceneViews()
{
// Force scene views to repaint to refresh gizmos
SceneView.RepaintAll();
}
// Implementation of delegate methods
private static float GetPlayerStopDistance()
{
return _interactionSettings?.PlayerStopDistance ?? 6.0f;
}
private static float GetPlayerStopDistanceDirectInteraction()
{
return _interactionSettings?.PlayerStopDistanceDirectInteraction ?? 2.0f;
}
// Other utility methods
public static T GetSettings<T>() where T : BaseSettings
{
if (typeof(T) == typeof(PlayerFollowerSettings))
return _playerFollowerSettings as T;
else if (typeof(T) == typeof(InteractionSettings))
return _interactionSettings as T;
else if (typeof(T) == typeof(DivingMinigameSettings))
return _divingMinigameSettings as T;
return null;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1e8da573a8db4ea892fe476592276e0f
timeCreated: 1758634265

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@@ -18,7 +18,7 @@ namespace Editor
private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None;
[MenuItem("Tools/Item Prefab Editor")]
[MenuItem("AppleHills/Item Prefab Editor")]
public static void ShowWindow()
{
var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor");

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@@ -0,0 +1,54 @@
using UnityEngine;
using UnityEditor;
namespace AppleHills.Core.Settings.Editor
{
/// <summary>
/// Custom property drawer for layer fields to display a dropdown with layer names
/// </summary>
[CustomPropertyDrawer(typeof(LayerAttribute))]
public class LayerPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
// Draw a nice layer selection dropdown like the one in Unity inspector
if (property.propertyType == SerializedPropertyType.Integer)
{
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
}
else
{
EditorGUI.LabelField(position, label.text, "Use [Layer] with int fields only");
}
EditorGUI.EndProperty();
}
}
/// <summary>
/// Custom property drawer for LayerMask fields to display a mask dropdown with layer names
/// </summary>
[CustomPropertyDrawer(typeof(LayerMaskAttribute))]
public class LayerMaskPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
// Draw a nice layer mask selection like the one in Unity inspector
if (property.propertyType == SerializedPropertyType.LayerMask)
{
property.intValue = EditorGUI.MaskField(position, label,
property.intValue, UnityEditorInternal.InternalEditorUtility.layers);
}
else
{
EditorGUI.LabelField(position, label.text, "Use [LayerMask] with LayerMask fields only");
}
EditorGUI.EndProperty();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6c6b274ce7b14e91bf5a294a23ba0609
timeCreated: 1758711663

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@@ -23,7 +23,7 @@ namespace Editor
private bool _createNext = false;
[MenuItem("Tools/Prefab Creator")]
[MenuItem("AppleHills/Item Prefab Creator")]
public static void ShowWindow()
{
var window = GetWindow<PrefabCreatorWindow>("Prefab Creator");

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@@ -0,0 +1,776 @@
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace Editor
{
public class PrefabVariantGeneratorWindow : EditorWindow
{
// Renderer configuration class to track sprite renderers and their assigned sprites
[System.Serializable]
private class RendererConfig
{
public string Path; // Hierarchy path to the renderer
public string Name; // Display name for the renderer
public SpriteRenderer Renderer; // Reference to the actual renderer
public Sprite CurrentSprite; // Current sprite in the renderer
public List<Sprite> AssignedSprites = new List<Sprite>(); // Sprites to use for variants
public bool Enabled = true; // Whether to include in variant generation
public bool Expanded = true; // UI expanded state
public Vector2 ScrollPosition; // Scroll position for sprite list
}
// Main fields
private GameObject sourcePrefab;
private GameObject previousSourcePrefab;
private List<RendererConfig> detectedRenderers = new List<RendererConfig>();
private Vector2 mainScrollPosition;
private string variantSaveFolder = "Assets/Prefabs/Variants";
private string namingPattern = "{0}_{1}"; // Default: {0} = prefab name, {1} = first renderer sprite
private bool userChangedSavePath = false;
private int estimatedVariantCount = 0;
private int maxSafeVariantCount = 100; // Warn above this number
private GUIStyle boldFoldoutStyle;
private bool showDefaultHelp = true;
// Editor window setup
[MenuItem("Tools/Sprite Variant Generator")]
public static void ShowWindow()
{
var window = GetWindow<PrefabVariantGeneratorWindow>("Prefab Variant Generator");
window.minSize = new Vector2(500, 600);
}
private void OnEnable()
{
// Initialize styles on enable to avoid null reference issues
boldFoldoutStyle = new GUIStyle(EditorStyles.foldout)
{
fontStyle = FontStyle.Bold
};
}
private void OnGUI()
{
// Initialize styles if needed
if (boldFoldoutStyle == null)
{
boldFoldoutStyle = new GUIStyle(EditorStyles.foldout)
{
fontStyle = FontStyle.Bold
};
}
EditorGUILayout.LabelField("Prefab Variant Generator", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Create multiple prefab variants with different sprites assigned to renderers.", MessageType.Info);
mainScrollPosition = EditorGUILayout.BeginScrollView(mainScrollPosition);
// Source Prefab Selection
EditorGUILayout.Space();
EditorGUILayout.LabelField("Step 1: Select Source Prefab", EditorStyles.boldLabel);
// Store previous selection to detect changes
GameObject newSourcePrefab = (GameObject)EditorGUILayout.ObjectField("Source Prefab", sourcePrefab, typeof(GameObject), false);
// Check if prefab selection changed
if (newSourcePrefab != previousSourcePrefab)
{
sourcePrefab = newSourcePrefab;
previousSourcePrefab = newSourcePrefab;
// Auto-set save folder to match source prefab's directory if a valid prefab is selected
if (sourcePrefab != null && !userChangedSavePath)
{
string prefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
if (!string.IsNullOrEmpty(prefabPath))
{
variantSaveFolder = Path.GetDirectoryName(prefabPath).Replace("\\", "/");
}
}
// Find sprite renderers in the prefab
FindRenderersInPrefab();
// Clear default help once a prefab is selected
if (sourcePrefab != null)
{
showDefaultHelp = false;
}
}
// Warn if not a prefab
if (sourcePrefab != null && !PrefabUtility.IsPartOfPrefabAsset(sourcePrefab) && !PrefabUtility.IsPartOfPrefabInstance(sourcePrefab))
{
EditorGUILayout.HelpBox("Please select a prefab asset.", MessageType.Warning);
}
// Display default help if no prefab selected
if (showDefaultHelp && sourcePrefab == null)
{
EditorGUILayout.HelpBox(
"This tool lets you create prefab variants with different sprites.\n\n" +
"1. Select a source prefab\n" +
"2. Assign sprites to each detected sprite renderer\n" +
"3. Generate all combinations as prefab variants",
MessageType.Info
);
}
// Only show the rest if a valid prefab is selected
if (sourcePrefab != null)
{
// Renderer sections
EditorGUILayout.Space();
EditorGUILayout.LabelField("Step 2: Configure Sprite Renderers", EditorStyles.boldLabel);
if (detectedRenderers.Count == 0)
{
EditorGUILayout.HelpBox("No sprite renderers found in prefab. A new renderer will be created.", MessageType.Info);
}
else
{
EditorGUILayout.HelpBox($"{detectedRenderers.Count} sprite renderer{(detectedRenderers.Count > 1 ? "s" : "")} found in prefab.", MessageType.Info);
}
// Display each renderer configuration
for (int i = 0; i < detectedRenderers.Count; i++)
{
DrawRendererSection(detectedRenderers[i], i);
}
// Update estimated variant count
UpdateVariantCount();
// Output settings
EditorGUILayout.Space();
EditorGUILayout.LabelField("Step 3: Output Settings", EditorStyles.boldLabel);
// Save folder
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save Folder");
EditorGUILayout.SelectableLabel(variantSaveFolder, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
string newFolder = PrefabEditorUtility.SelectFolder(variantSaveFolder, "Prefabs/Variants");
if (newFolder != variantSaveFolder)
{
variantSaveFolder = newFolder;
userChangedSavePath = true; // Mark that user manually changed the path
}
}
EditorGUILayout.EndHorizontal();
// Add a reset button if user changed the path and a valid prefab is selected
if (userChangedSavePath && sourcePrefab != null)
{
string prefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
if (!string.IsNullOrEmpty(prefabPath))
{
if (GUILayout.Button("Reset Path to Prefab Directory"))
{
variantSaveFolder = Path.GetDirectoryName(prefabPath).Replace("\\", "/");
userChangedSavePath = false;
}
}
}
// Naming pattern field
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Naming Pattern");
namingPattern = EditorGUILayout.TextField(namingPattern);
EditorGUILayout.EndHorizontal();
// Help text for naming pattern
StringBuilder helpText = new StringBuilder("Naming placeholders:\n");
helpText.AppendLine("{0} = Prefab name");
for (int i = 0; i < detectedRenderers.Count; i++)
{
helpText.AppendLine($"{{{i+1}}} = {detectedRenderers[i].Name} sprite name");
}
EditorGUILayout.HelpBox(helpText.ToString(), MessageType.Info);
// Variant count display
string variantCountText = $"Will generate {estimatedVariantCount} variant{(estimatedVariantCount != 1 ? "s" : "")}";
if (estimatedVariantCount > maxSafeVariantCount)
{
EditorGUILayout.HelpBox($"Warning: {variantCountText}. This might take some time.", MessageType.Warning);
}
else if (estimatedVariantCount > 0)
{
EditorGUILayout.HelpBox(variantCountText, MessageType.Info);
}
else
{
EditorGUILayout.HelpBox("Please assign at least one sprite to each enabled renderer to generate variants.", MessageType.Warning);
}
// Generate button
EditorGUILayout.Space();
GUI.enabled = estimatedVariantCount > 0;
if (GUILayout.Button("Generate Prefab Variants", GUILayout.Height(30)))
{
// Show warning for large numbers of variants
if (estimatedVariantCount > maxSafeVariantCount)
{
bool proceed = EditorUtility.DisplayDialog(
"Generate Many Variants?",
$"You are about to generate {estimatedVariantCount} prefab variants. This might take some time and use significant disk space. Continue?",
"Generate",
"Cancel"
);
if (!proceed) return;
}
GeneratePrefabVariants();
}
GUI.enabled = true;
}
EditorGUILayout.EndScrollView();
}
private void DrawRendererSection(RendererConfig config, int index)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.BeginHorizontal();
// Expand/collapse button
config.Expanded = EditorGUILayout.Foldout(config.Expanded, "", boldFoldoutStyle);
// Enable/disable toggle
bool newEnabled = EditorGUILayout.Toggle(config.Enabled, GUILayout.Width(20));
if (newEnabled != config.Enabled)
{
config.Enabled = newEnabled;
UpdateVariantCount();
}
// Renderer name/title
EditorGUILayout.LabelField(config.Name, EditorStyles.boldLabel);
// Current sprite preview if available
if (config.CurrentSprite != null)
{
GUILayout.Box(
AssetPreview.GetAssetPreview(config.CurrentSprite),
GUILayout.Width(40),
GUILayout.Height(40)
);
}
EditorGUILayout.EndHorizontal();
// Only show contents if expanded
if (config.Expanded)
{
// Path display
if (!string.IsNullOrEmpty(config.Path))
{
EditorGUILayout.LabelField($"Path: {config.Path}", EditorStyles.miniLabel);
}
EditorGUI.BeginDisabledGroup(!config.Enabled);
// Sprite selection controls
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
// Drag and drop area for sprites
EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(60));
EditorGUILayout.LabelField("Drag and drop sprites here", EditorStyles.centeredGreyMiniLabel);
Rect dropArea = GUILayoutUtility.GetRect(0, 40, GUILayout.ExpandWidth(true));
HandleDragAndDrop(dropArea, config);
EditorGUILayout.EndVertical();
if (GUILayout.Button("Add Selected", GUILayout.Width(100), GUILayout.Height(60)))
{
AddSelectedSpritesToConfig(config);
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Clear Sprites"))
{
config.AssignedSprites.Clear();
UpdateVariantCount();
}
// Display selected sprites
EditorGUILayout.Space();
EditorGUILayout.LabelField($"Selected Sprites ({config.AssignedSprites.Count}):", EditorStyles.miniBoldLabel);
// Sprite list
config.ScrollPosition = EditorGUILayout.BeginScrollView(config.ScrollPosition, GUILayout.Height(120));
for (int i = config.AssignedSprites.Count - 1; i >= 0; i--)
{
EditorGUILayout.BeginHorizontal();
config.AssignedSprites[i] = (Sprite)EditorGUILayout.ObjectField(
config.AssignedSprites[i],
typeof(Sprite),
false,
GUILayout.ExpandWidth(true)
);
// Preview sprite
if (config.AssignedSprites[i] != null)
{
GUILayout.Box(
AssetPreview.GetAssetPreview(config.AssignedSprites[i]),
GUILayout.Width(40),
GUILayout.Height(40)
);
}
if (GUILayout.Button("Remove", GUILayout.Width(60)))
{
config.AssignedSprites.RemoveAt(i);
UpdateVariantCount();
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
EditorGUI.EndDisabledGroup();
}
EditorGUILayout.EndVertical();
}
private void HandleDragAndDrop(Rect dropArea, RendererConfig config)
{
Event evt = Event.current;
switch (evt.type)
{
case EventType.DragUpdated:
case EventType.DragPerform:
if (!dropArea.Contains(evt.mousePosition))
break;
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
bool added = false;
foreach (var draggedObject in DragAndDrop.objectReferences)
{
if (draggedObject is Sprite sprite)
{
if (!config.AssignedSprites.Contains(sprite))
{
config.AssignedSprites.Add(sprite);
added = true;
}
}
else if (draggedObject is Texture2D texture)
{
// Try to get sprites from texture
string texturePath = AssetDatabase.GetAssetPath(texture);
var sprites = AssetDatabase.LoadAllAssetsAtPath(texturePath)
.OfType<Sprite>()
.ToArray();
foreach (var s in sprites)
{
if (!config.AssignedSprites.Contains(s))
{
config.AssignedSprites.Add(s);
added = true;
}
}
}
}
if (added)
{
UpdateVariantCount();
}
evt.Use();
}
break;
}
}
private void AddSelectedSpritesToConfig(RendererConfig config)
{
var selectedObjects = Selection.objects;
bool added = false;
foreach (var obj in selectedObjects)
{
if (obj is Sprite sprite)
{
if (!config.AssignedSprites.Contains(sprite))
{
config.AssignedSprites.Add(sprite);
added = true;
}
}
else if (obj is Texture2D texture)
{
// Try to get sprites from texture
string texturePath = AssetDatabase.GetAssetPath(texture);
var sprites = AssetDatabase.LoadAllAssetsAtPath(texturePath)
.OfType<Sprite>()
.ToArray();
foreach (var s in sprites)
{
if (!config.AssignedSprites.Contains(s))
{
config.AssignedSprites.Add(s);
added = true;
}
}
}
}
if (added)
{
UpdateVariantCount();
}
}
private void FindRenderersInPrefab()
{
detectedRenderers.Clear();
if (sourcePrefab == null) return;
// Get all renderers in prefab (including children)
GameObject instance = null;
try
{
instance = (GameObject)PrefabUtility.InstantiatePrefab(sourcePrefab);
SpriteRenderer[] renderers = instance.GetComponentsInChildren<SpriteRenderer>(true);
for (int i = 0; i < renderers.Length; i++)
{
var renderer = renderers[i];
string path = GetRelativePath(instance.transform, renderer.transform);
string name = renderer.gameObject.name;
// For root object, use "Main"
if (string.IsNullOrEmpty(path))
{
name = "Main";
}
// For objects with the same name, add index
else if (renderers.Count(r => r.gameObject.name == renderer.gameObject.name) > 1)
{
name = $"{name} ({i+1})";
}
detectedRenderers.Add(new RendererConfig
{
Path = path,
Name = name,
Renderer = renderer,
CurrentSprite = renderer.sprite,
AssignedSprites = renderer.sprite != null ?
new List<Sprite> { renderer.sprite } :
new List<Sprite>()
});
}
}
finally
{
if (instance != null)
DestroyImmediate(instance);
}
// If no renderers found, create a default entry
if (detectedRenderers.Count == 0)
{
detectedRenderers.Add(new RendererConfig
{
Path = "",
Name = "Main",
Renderer = null,
CurrentSprite = null,
AssignedSprites = new List<Sprite>()
});
}
UpdateVariantCount();
}
private string GetRelativePath(Transform root, Transform target)
{
if (target == root) return "";
string path = target.name;
Transform parent = target.parent;
while (parent != null && parent != root)
{
path = parent.name + "/" + path;
parent = parent.parent;
}
return path;
}
private void UpdateVariantCount()
{
// Calculate estimated variants
estimatedVariantCount = 0;
// Get only enabled renderers with at least one sprite
var enabledConfigs = detectedRenderers
.Where(r => r.Enabled && r.AssignedSprites.Count > 0)
.ToList();
if (enabledConfigs.Count > 0)
{
// Start with count of first renderer's sprites
estimatedVariantCount = enabledConfigs[0].AssignedSprites.Count;
// Multiply by subsequent renderers' sprite counts
for (int i = 1; i < enabledConfigs.Count; i++)
{
estimatedVariantCount *= enabledConfigs[i].AssignedSprites.Count;
}
}
}
private List<List<Sprite>> GenerateAllCombinations()
{
var enabledConfigs = detectedRenderers
.Where(r => r.Enabled && r.AssignedSprites.Count > 0)
.ToList();
if (enabledConfigs.Count == 0)
return new List<List<Sprite>>();
// Initialize with first renderer's sprites
var combinations = enabledConfigs[0].AssignedSprites
.Select(s => new List<Sprite> { s })
.ToList();
// Add each subsequent renderer's sprites
for (int i = 1; i < enabledConfigs.Count; i++)
{
var newCombinations = new List<List<Sprite>>();
foreach (var combo in combinations)
{
foreach (var sprite in enabledConfigs[i].AssignedSprites)
{
var newCombo = new List<Sprite>(combo) { sprite };
newCombinations.Add(newCombo);
}
}
combinations = newCombinations;
}
return combinations;
}
private void GeneratePrefabVariants()
{
if (sourcePrefab == null)
{
EditorUtility.DisplayDialog("Error", "Please select a source prefab.", "OK");
return;
}
// Get enabled renderer configurations
var enabledConfigs = detectedRenderers
.Where(r => r.Enabled && r.AssignedSprites.Count > 0)
.ToList();
if (enabledConfigs.Count == 0)
{
EditorUtility.DisplayDialog("Error", "Please assign at least one sprite to a renderer.", "OK");
return;
}
// Ensure the save folder exists
EnsureFolderExists(variantSaveFolder);
// Generate all sprite combinations
var combinations = GenerateAllCombinations();
string sourcePrefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
string prefabName = Path.GetFileNameWithoutExtension(sourcePrefabPath);
int successCount = 0;
// Show progress bar
EditorUtility.DisplayProgressBar("Generating Prefab Variants", "Preparing...", 0f);
try
{
// For each combination, create a prefab variant
for (int i = 0; i < combinations.Count; i++)
{
// Update progress
if (i % 5 == 0 || i == combinations.Count - 1)
{
float progress = (float)i / combinations.Count;
if (EditorUtility.DisplayCancelableProgressBar(
"Generating Prefab Variants",
$"Creating variant {i+1} of {combinations.Count}",
progress))
{
// User canceled
break;
}
}
var combination = combinations[i];
// Generate variant name
string variantName = prefabName;
string[] spriteNames = new string[combination.Count];
for (int j = 0; j < combination.Count; j++)
{
spriteNames[j] = combination[j].name;
}
// Format with the naming pattern
object[] formatArgs = new object[spriteNames.Length + 1];
formatArgs[0] = prefabName;
for (int j = 0; j < spriteNames.Length; j++)
{
formatArgs[j + 1] = spriteNames[j];
}
try
{
variantName = string.Format(namingPattern, formatArgs);
}
catch (System.FormatException)
{
// Fallback if format fails
variantName = $"{prefabName}_{string.Join("_", spriteNames)}";
}
variantName = PrefabEditorUtility.SanitizeFileName(variantName);
string variantPath = Path.Combine(variantSaveFolder, variantName + ".prefab").Replace("\\", "/");
// Create the prefab variant
GameObject prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(sourcePrefab);
try
{
// Apply sprites to renderers
for (int j = 0; j < enabledConfigs.Count; j++)
{
SpriteRenderer renderer = null;
// Find the corresponding renderer in the instance
if (string.IsNullOrEmpty(enabledConfigs[j].Path))
{
// Root object
renderer = prefabInstance.GetComponent<SpriteRenderer>();
if (renderer == null)
{
renderer = prefabInstance.AddComponent<SpriteRenderer>();
}
}
else
{
// Child object
Transform child = prefabInstance.transform.Find(enabledConfigs[j].Path);
if (child != null)
{
renderer = child.GetComponent<SpriteRenderer>();
}
}
// Apply sprite if renderer was found
if (renderer != null)
{
renderer.sprite = combination[j];
}
}
// Create the prefab variant
GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset(prefabInstance, variantPath);
if (prefabVariant != null)
{
successCount++;
}
}
catch (System.Exception e)
{
Debug.LogError($"Error creating prefab variant: {e.Message}");
}
finally
{
// Clean up the instance
DestroyImmediate(prefabInstance);
}
}
}
finally
{
EditorUtility.ClearProgressBar();
}
AssetDatabase.Refresh();
if (successCount > 0)
{
EditorUtility.DisplayDialog(
"Prefab Variants Created",
$"Successfully created {successCount} prefab variants in {variantSaveFolder}.",
"OK"
);
// Open the folder in Project view
var folderObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(variantSaveFolder);
if (folderObject != null)
{
Selection.activeObject = folderObject;
EditorGUIUtility.PingObject(folderObject);
}
}
else
{
EditorUtility.DisplayDialog(
"Prefab Variants",
"No prefab variants were created. Please check the console for errors.",
"OK"
);
}
}
private void EnsureFolderExists(string folderPath)
{
if (!AssetDatabase.IsValidFolder(folderPath))
{
string[] folderParts = folderPath.Split('/');
string currentPath = folderParts[0];
for (int i = 1; i < folderParts.Length; i++)
{
string folderName = folderParts[i];
string newPath = Path.Combine(currentPath, folderName);
if (!AssetDatabase.IsValidFolder(newPath))
{
AssetDatabase.CreateFolder(currentPath, folderName);
}
currentPath = newPath;
}
AssetDatabase.Refresh();
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7b49d63944914b3b87e5f6112aee72ca
timeCreated: 1758278821

View File

@@ -9,7 +9,7 @@ public class PuzzleChainEditorWindow : EditorWindow
private Vector2 scrollPos;
private const int INDENT_SIZE = 24;
[MenuItem("Tools/Puzzle Chain Editor")]
[MenuItem("AppleHills/Puzzle Chain Editor")]
public static void ShowWindow()
{
var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor");

View File

@@ -15,7 +15,7 @@ public class SceneObjectLocatorWindow : EditorWindow
private List<PickupInfo> pickupInfos = new List<PickupInfo>();
private Vector2 scrollPos;
[MenuItem("Tools/Scene Object Locator")]
[MenuItem("AppleHills/Scene Object Locator")]
public static void ShowWindow()
{
var window = GetWindow<SceneObjectLocatorWindow>("Scene Object Locator");

View File

@@ -0,0 +1,195 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
using System.IO;
namespace AppleHills.Core.Settings.Editor
{
public class SettingsEditorWindow : EditorWindow
{
private Vector2 scrollPosition;
private List<BaseSettings> allSettings = new List<BaseSettings>();
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" };
private int selectedTab = 0;
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
[MenuItem("AppleHills/Settings Editor")]
public static void ShowWindow()
{
GetWindow<SettingsEditorWindow>("Game Settings");
}
private void OnEnable()
{
LoadAllSettings();
}
private void LoadAllSettings()
{
allSettings.Clear();
serializedSettingsObjects.Clear();
// Find all settings assets
string[] guids = AssetDatabase.FindAssets("t:BaseSettings");
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
BaseSettings settings = AssetDatabase.LoadAssetAtPath<BaseSettings>(path);
if (settings != null)
{
allSettings.Add(settings);
serializedSettingsObjects[settings.GetType().Name] = new SerializedObject(settings);
}
}
// If any settings are missing, create them
CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
}
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
{
if (!allSettings.Any(s => s is T))
{
// Check if the asset already exists
string[] guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}");
if (guids.Length == 0)
{
// Create the settings folder if it doesn't exist
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
{
AssetDatabase.CreateFolder("Assets", "Settings");
}
// Create new settings asset
T settings = CreateInstance<T>();
string path = $"Assets/Settings/{fileName}.asset";
AssetDatabase.CreateAsset(settings, path);
AssetDatabase.SaveAssets();
allSettings.Add(settings);
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
Debug.Log($"Created missing settings asset: {path}");
}
else
{
// Load existing asset
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
T settings = AssetDatabase.LoadAssetAtPath<T>(path);
allSettings.Add(settings);
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
}
}
}
private void OnGUI()
{
if (headerStyle == null)
{
headerStyle = new GUIStyle(EditorStyles.boldLabel);
headerStyle.fontSize = 14;
headerStyle.margin = new RectOffset(0, 0, 10, 10);
}
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Apple Hills Game Settings", headerStyle);
EditorGUILayout.HelpBox("Use this window to modify game settings. Changes are saved automatically.", MessageType.Info);
EditorGUILayout.Space(10);
selectedTab = GUILayout.Toolbar(selectedTab, tabNames);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
switch (selectedTab)
{
case 0: // Player & Follower
DrawSettingsEditor<PlayerFollowerSettings>();
break;
case 1: // Interaction & Items
DrawSettingsEditor<InteractionSettings>();
break;
case 2: // Minigames
DrawSettingsEditor<DivingMinigameSettings>();
break;
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Refresh", GUILayout.Width(100)))
{
LoadAllSettings();
}
if (GUILayout.Button("Save All", GUILayout.Width(100)))
{
foreach (var serializedObj in serializedSettingsObjects.Values)
{
serializedObj.ApplyModifiedProperties();
EditorUtility.SetDirty(serializedObj.targetObject);
}
AssetDatabase.SaveAssets();
// Refresh editor settings after save
AppleHills.Editor.EditorSettingsProvider.LoadAllSettings();
AppleHills.Editor.EditorSettingsProvider.RefreshSceneViews();
Debug.Log("All settings saved and editor views refreshed!");
}
EditorGUILayout.EndHorizontal();
}
private void DrawSettingsEditor<T>() where T : BaseSettings
{
BaseSettings settings = allSettings.Find(s => s is T);
if (settings == null)
{
EditorGUILayout.HelpBox($"No {typeof(T).Name} found. Click Refresh to create one.", MessageType.Warning);
return;
}
SerializedObject serializedObj = serializedSettingsObjects[typeof(T).Name];
serializedObj.Update();
EditorGUILayout.Space(10);
// Draw all properties
SerializedProperty property = serializedObj.GetIterator();
bool enterChildren = true;
while (property.NextVisible(enterChildren))
{
enterChildren = false;
// Skip the script field
if (property.name == "m_Script") continue;
EditorGUILayout.PropertyField(property, true);
}
// Apply changes
if (serializedObj.ApplyModifiedProperties())
{
EditorUtility.SetDirty(settings);
}
}
// Helper method to highlight important fields
private void DrawHighlightedProperty(SerializedProperty property, string tooltip = null)
{
GUI.backgroundColor = new Color(1f, 1f, 0.8f);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUI.backgroundColor = Color.white;
EditorGUILayout.PropertyField(property, new GUIContent(property.displayName, tooltip));
EditorGUILayout.EndVertical();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bfb9e77c746e41a2903603a39df3d424
timeCreated: 1758619952

View File

@@ -0,0 +1,42 @@
using UnityEditor;
using UnityEngine;
using Minigames.DivingForPictures;
/// <summary>
/// Custom editor for TrenchTileSpawner that adds a runtime button to test the StartSurfacing function
/// </summary>
[CustomEditor(typeof(TrenchTileSpawner))]
public class TrenchTileSpawnerEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
// Draw the default inspector
DrawDefaultInspector();
// Get the target TrenchTileSpawner
TrenchTileSpawner spawner = (TrenchTileSpawner)target;
// Add space between default inspector and custom button
EditorGUILayout.Space(10);
// Separator line
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
// Add a label for the runtime testing section
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
// Only enable the button during play mode
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
// Add the button to call StartSurfacing
if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
{
spawner.StartSurfacing();
}
EditorGUI.EndDisabledGroup();
// Add explanatory text
EditorGUILayout.HelpBox("This button will reverse the direction of the trench movement, making the player surface instead of descend. Only works in Play Mode.", MessageType.Info);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9fb1a138e45d4720ba5c95da894b4491
timeCreated: 1758531024

View File

@@ -43,6 +43,9 @@ namespace Editor.Utilities
[Tooltip("Color used for previewing colliders in the scene view")]
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
[Tooltip("Layer to assign to GameObjects when colliders are generated")]
private int targetLayer = 0;
private List<Mesh> previewMeshes = new List<Mesh>();
[MenuItem("Tools/Sprite Collider Generator")]
@@ -51,8 +54,29 @@ namespace Editor.Utilities
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
}
private void OnEnable()
{
// Subscribe to scene change events to clear invalid object references
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
// Also subscribe to playmode changes as they can invalidate references
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
// Subscribe to prefab stage changes (Unity 2018.3+)
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened += OnPrefabStageOpened;
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing += OnPrefabStageClosing;
}
private void OnDisable()
{
// Unsubscribe from events
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened -= OnPrefabStageOpened;
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing -= OnPrefabStageClosing;
// Clean up any preview meshes when window is closed
foreach (var mesh in previewMeshes)
{
@@ -63,7 +87,53 @@ namespace Editor.Utilities
}
previewMeshes.Clear();
}
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
{
// Clear selected objects when a scene is opened
ClearInvalidReferences();
}
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
{
// Clear selected objects when a scene is closed
ClearInvalidReferences();
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Clear references when entering/exiting play mode as they become invalid
if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode)
{
ClearInvalidReferences();
}
}
private void OnPrefabStageOpened(UnityEditor.SceneManagement.PrefabStage stage)
{
// Clear selected objects when entering a prefab stage
ClearInvalidReferences();
}
private void OnPrefabStageClosing(UnityEditor.SceneManagement.PrefabStage stage)
{
// Clear selected objects when exiting a prefab stage
ClearInvalidReferences();
}
/// <summary>
/// Clears invalid GameObject references from the selected objects list
/// </summary>
private void ClearInvalidReferences()
{
if (selectedObjects.Count > 0)
{
selectedObjects.Clear();
ClearPreviews(); // Also clear any preview meshes
Repaint(); // Refresh the window UI
}
}
private void OnGUI()
{
EditorGUILayout.BeginVertical();
@@ -146,6 +216,12 @@ namespace Editor.Utilities
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
generateTriggerColliders);
// Layer selection
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Target Layer:", "Layer to assign to GameObjects when colliders are generated. Leave as 'Nothing' to keep current layer."), GUILayout.Width(180));
targetLayer = EditorGUILayout.LayerField(targetLayer);
EditorGUILayout.EndHorizontal();
// Offset option
offsetFromCenter = EditorGUILayout.Toggle(
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
@@ -445,8 +521,24 @@ namespace Editor.Utilities
polygonCollider.SetPath(i, paths[i]);
}
// Set the layer on the GameObject if a specific layer is selected
SetTargetLayer(targetObject);
return true;
}
/// <summary>
/// Sets the target layer on the GameObject if a layer is selected
/// </summary>
/// <param name="targetObject">The GameObject to set the layer on</param>
private void SetTargetLayer(GameObject targetObject)
{
if (targetLayer != 0)
{
Undo.RecordObject(targetObject, "Set GameObject Layer");
targetObject.layer = targetLayer;
}
}
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
{

View File

@@ -0,0 +1,3 @@
{
"name": "OptimizedRope"
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f7c43f01316c63c43a8b70a1dd6bdfac
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,18 @@
{
"name": "OptimizedRopeEditor",
"rootNamespace": "",
"references": [
"GUID:f7c43f01316c63c43a8b70a1dd6bdfac"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 57319c21dd728f548b8d33eeb404eb44
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -75,8 +75,20 @@ namespace GogoGaga.OptimizedRopesAndCables
public bool IsPrefab => gameObject.scene.rootCount == 0;
private void Start()
// Track initialization state
private bool isInitialized = false;
/// <summary>
/// Public method to explicitly initialize the rope.
/// Call this after setting up endpoints if creating ropes at runtime.
/// </summary>
/// <returns>True if initialization was successful, false otherwise</returns>
public bool Initialize()
{
// Skip if already initialized
if (isInitialized)
return true;
InitializeLineRenderer();
if (AreEndPointsValid())
{
@@ -84,7 +96,17 @@ namespace GogoGaga.OptimizedRopesAndCables
targetValue = currentValue;
currentVelocity = Vector3.zero;
SetSplinePoint(); // Ensure initial spline point is set correctly
isInitialized = true;
return true;
}
return false;
}
private void Start()
{
// Use the same initialization method to avoid code duplication
Initialize();
}
private void OnValidate()
@@ -208,15 +230,62 @@ namespace GogoGaga.OptimizedRopesAndCables
return point;
}
public Vector3 GetPointAt(float t)
/// <summary>
/// Set the start point of the rope
/// </summary>
public void SetStartPoint(Transform newStartPoint, bool recalculateRope = false)
{
if (!AreEndPointsValid())
{
Debug.LogError("StartPoint or EndPoint is not assigned.", gameObject);
return Vector3.zero;
}
startPoint = newStartPoint;
if (recalculateRope)
RecalculateRope();
}
return GetRationalBezierPoint(startPoint.position, currentValue, endPoint.position, t, StartPointWeight, midPointWeight, EndPointWeight);
/// <summary>
/// Set the end point of the rope
/// </summary>
public void SetEndPoint(Transform newEndPoint, bool recalculateRope = false)
{
endPoint = newEndPoint;
if (recalculateRope)
RecalculateRope();
}
/// <summary>
/// Set the mid point of the rope
/// </summary>
public void SetMidPoint(Transform newMidPoint, bool recalculateRope = false)
{
midPoint = newMidPoint;
if (recalculateRope)
RecalculateRope();
}
/// <summary>
/// Get a point along the rope at the specified position (0-1)
/// </summary>
public Vector3 GetPointAt(float position)
{
position = Mathf.Clamp01(position);
Vector3 mid = GetMidPoint();
return GetRationalBezierPoint(startPoint.position, mid, endPoint.position, position, StartPointWeight, midPointWeight, EndPointWeight);
}
/// <summary>
/// Force recalculation of the rope
/// </summary>
public void RecalculateRope()
{
if (!isInitialized)
{
Initialize();
}
if (AreEndPointsValid())
{
SetSplinePoint();
SimulatePhysics();
NotifyPointsChanged();
}
}
private void FixedUpdate()
@@ -262,61 +331,6 @@ namespace GogoGaga.OptimizedRopesAndCables
// Gizmos.DrawSphere(midPos, 0.2f);
}
// New API methods for setting start and end points
// with instantAssign parameter to recalculate the rope immediately, without
// animating the rope to the new position.
// When newStartPoint or newEndPoint is null, the rope will be recalculated immediately
public void SetStartPoint(Transform newStartPoint, bool instantAssign = false)
{
startPoint = newStartPoint;
prevStartPointPosition = startPoint == null ? Vector3.zero : startPoint.position;
if (instantAssign || newStartPoint == null)
{
RecalculateRope();
}
NotifyPointsChanged();
}
public void SetMidPoint(Transform newMidPoint, bool instantAssign = false)
{
midPoint = newMidPoint;
prevMidPointPosition = midPoint == null ? 0.5f : midPointPosition;
if (instantAssign || newMidPoint == null)
{
RecalculateRope();
}
NotifyPointsChanged();
}
public void SetEndPoint(Transform newEndPoint, bool instantAssign = false)
{
endPoint = newEndPoint;
prevEndPointPosition = endPoint == null ? Vector3.zero : endPoint.position;
if (instantAssign || newEndPoint == null)
{
RecalculateRope();
}
NotifyPointsChanged();
}
public void RecalculateRope()
{
if (!AreEndPointsValid())
{
lineRenderer.positionCount = 0;
return;
}
currentValue = GetMidPoint();
targetValue = currentValue;
currentVelocity = Vector3.zero;
SetSplinePoint();
}
private void NotifyPointsChanged()
{

View File

@@ -77,7 +77,7 @@ namespace Pixelplacement
/// <summary>
/// Moves a Transform along a spline path from a start percentage to an end percentage.
/// </summary>
public static TweenSystem.TweenBase Spline(Spline spline, Transform target, float startPercentage, float endPercentage, bool faceDirection, float duration, float delay, AnimationCurve easeCurve = null, LoopType loop = LoopType.None, Action startCallback = null, Action completeCallback = null, bool obeyTimescale = true)
public static TweenSystem.TweenBase Spline(Spline spline, Transform target, float startPercentage, float endPercentage, bool faceDirection, float duration, float delay, AnimationCurve easeCurve = null, LoopType loop = LoopType.None, Action startCallback = null, Action completeCallback = null, bool obeyTimescale = true, Action onComplete = null, Action onUpdate = null)
{
TweenSystem.SplinePercentage tween = new TweenSystem.SplinePercentage(spline, target, startPercentage, endPercentage, faceDirection, duration, delay, obeyTimescale, easeCurve, loop, startCallback, completeCallback);
SendTweenForProcessing(tween, true);

File diff suppressed because one or more lines are too long

View File

@@ -3,7 +3,7 @@
"name": "PlayerTouchActions",
"maps": [
{
"name": "DefaultActionMap",
"name": "PlayerTouch",
"id": "53d55b3c-f7c2-4706-a857-c615ecb16ff7",
"actions": [
{
@@ -69,6 +69,522 @@
"isPartOfComposite": false
}
]
},
{
"name": "UI",
"id": "12cf45dc-5cb9-4cc1-b345-1169f531df44",
"actions": [
{
"name": "Navigate",
"type": "PassThrough",
"id": "cef0a4a7-0193-44a6-bad9-f46ca2845c43",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Submit",
"type": "Button",
"id": "843a4564-118d-44ea-8bd3-edcdc48f98c3",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Cancel",
"type": "Button",
"id": "4a050dc0-bc3d-4941-aec6-d8d539f3e4b3",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Point",
"type": "PassThrough",
"id": "a03cf960-cfac-495c-9344-de5f5ef44bba",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": true
},
{
"name": "Click",
"type": "PassThrough",
"id": "7e486236-0e6f-4f21-ade8-0ab696112f8e",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": true
},
{
"name": "RightClick",
"type": "PassThrough",
"id": "09458b52-8a45-4617-a412-000ed647d359",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "MiddleClick",
"type": "PassThrough",
"id": "7c721d8a-977d-4ff7-87b2-19dbd4eb5ea6",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "ScrollWheel",
"type": "PassThrough",
"id": "e6a073b0-0030-42c2-88ef-85d828760630",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "TrackedDevicePosition",
"type": "PassThrough",
"id": "efcff6db-3f65-4107-8658-7e56305f2c8a",
"expectedControlType": "Vector3",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "TrackedDeviceOrientation",
"type": "PassThrough",
"id": "2c7ed826-65c6-4dc4-81c7-536d62bbede1",
"expectedControlType": "Quaternion",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
{
"name": "Gamepad",
"id": "499b8c05-0325-4b99-9be0-9c8aa41ec39d",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "Navigate",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "e5794321-3fc2-4ca8-a7a9-e35446b102ef",
"path": "<Gamepad>/leftStick/up",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "up",
"id": "72f978c8-23be-4e97-8609-0b1426355553",
"path": "<Gamepad>/rightStick/up",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "6009f3e0-d95b-4440-a827-617812265049",
"path": "<Gamepad>/leftStick/down",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "590f0119-784f-45f3-97b6-5ffbfad9941f",
"path": "<Gamepad>/rightStick/down",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "e3588172-d7ee-4395-bc1a-3fc013f42400",
"path": "<Gamepad>/leftStick/left",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "4da29037-9c91-4140-8068-68a7375cdc4e",
"path": "<Gamepad>/rightStick/left",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "4620550c-3f8f-437c-a426-ad3e52b2764c",
"path": "<Gamepad>/leftStick/right",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "c74b9635-b880-45f5-a469-5cb8c2b83909",
"path": "<Gamepad>/rightStick/right",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "",
"id": "7a2feef9-0779-498f-a6ae-08484b606d07",
"path": "<Gamepad>/dpad",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Navigate",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "Joystick",
"id": "cd58a9a8-6605-4b26-8fb3-466b928fad60",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "Navigate",
"isComposite": true,
"isPartOfComposite": false
},
{
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