Compare commits
52 Commits
rewrite_in
...
7fc3ca12f3
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5
.gitignore
vendored
@@ -99,3 +99,8 @@ InitTestScene*.unity*
|
||||
|
||||
# Auto-generated scenes by play mode tests
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||||
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
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||||
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
|
||||
.vscode/extensions.json
|
||||
.vscode/launch.json
|
||||
.vscode/settings.json
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||||
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
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||||
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||||
@@ -0,0 +1,19 @@
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@@ -61,6 +61,7 @@ MonoBehaviour:
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41
Assets/AddressableAssetsData/AssetGroups/Settings.asset
Normal file
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m_GroupName: Settings
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m_GUID: c62e6f02418e19949bca4cccdd5fa02e
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@@ -11,6 +11,9 @@ AnimatorStateTransition:
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@@ -74,7 +77,7 @@ AnimatorState:
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@@ -90,8 +93,8 @@ AnimatorStateTransition:
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@@ -144,12 +147,6 @@ AnimatorController:
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@@ -212,8 +215,8 @@ AnimatorStateTransition:
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m_Solo: 0
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@@ -267,13 +270,13 @@ AnimatorStateMachine:
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@@ -293,8 +296,8 @@ AnimatorStateTransition:
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@@ -318,8 +321,8 @@ AnimatorStateTransition:
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%YAML 1.1
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--- !u!1101 &-7993130233709895848
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--- !u!1101 &1249646924704393990
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--- !u!1101 &4511680777278260622
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weights: []
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itemName: TestAss1
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18
Assets/Data/Items/ExampleAss/PickupItemData.asset
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m_Name: PickupItemData
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m_EditorClassIdentifier: AppleHillsScripts::PickupItemData
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itemName:
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description:
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mapSprite: {fileID: 0}
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8
Assets/Data/Items/ExampleAss/PickupItemData.asset.meta
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fileFormatVersion: 2
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guid: b1cd8267212dd2349ad7e2b91ec5be11
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userData:
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m_EditorClassIdentifier:
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mapSprite: {fileID: -6720685004267932717, guid: 88acd207b6a9e114ca3d3e59ac3aa550, type: 3}
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m_Name: LureSpotA
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m_EditorClassIdentifier:
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_itemId: lurespota_19a6cf7c
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itemName: LureSpotA
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description: Place where we atract the footballbird
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mapSprite: {fileID: -8438005379329254897, guid: fe735eb4f8856904caec179520dcb92f, type: 3}
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m_Script: {fileID: 11500000, guid: 951b5c8af5114086a865d4bb7eae4548, type: 3}
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m_Name: LureSpotC
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m_EditorClassIdentifier:
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itemName: LureSpotC
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description: Place where we atract the hammerbird
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mapSprite: {fileID: 3009302558630513478, guid: 3aefb78ee1b7f6e4685d0fff00e24e3d, type: 3}
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mapSprite: {fileID: 21300000, guid: 34b9ddb77aae2df4ab489b7bb8f16cff, type: 3}
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m_Name: Bunfflers
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itemName: BurgerBuns
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m_Name: Headband
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mapSprite: {fileID: 743298078511449570, guid: 6f463983177b1404ca39fa222f03a3b2, type: 3}
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description: Objective Bird, escapes if player makes sound when close to it, stays
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quiet if earmufflers are applied.
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m_Name: InteractWithFootballBird
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m_EditorClassIdentifier:
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stepId: InteractFootballBird
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displayName: Interact Football Bird
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description: Take a picture of the Football bird
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description: Place the Football into luring spot A
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icon: {fileID: 0}
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unlocks: []
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unlocks:
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description: Start up the lawnmower so the Gardener runs after it.
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m_EditorClassIdentifier:
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icon: {fileID: 0}
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unlocks:
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- {fileID: 11400000, guid: 829fc7c8046e0844f93bf810dc1f0ebd, type: 2}
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695
Assets/Dialogue/TestDialogue.dialoguegraph
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m_Name: TestDialogue
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||||
- rid: 1219994508087787779
|
||||
type: {class: WireModel, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Guid:
|
||||
m_Value0: 10238952115911916765
|
||||
m_Value1: 16796494752743159762
|
||||
m_HashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: ddfc297db310188ed2f7f768fc2219e9
|
||||
m_Version: 2
|
||||
m_FromPortReference:
|
||||
m_NodeModelGuid:
|
||||
m_Value0: 1990642935411556156
|
||||
m_Value1: 16710028644464764280
|
||||
m_NodeModelHashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 3cbfd8ef332fa01b78a5ecc384f2e5e7
|
||||
m_UniqueId: out
|
||||
m_PortDirection: 2
|
||||
m_PortOrientation: 0
|
||||
m_Title: out
|
||||
m_ToPortReference:
|
||||
m_NodeModelGuid:
|
||||
m_Value0: 10537482371379217669
|
||||
m_Value1: 805153394380735108
|
||||
m_NodeModelHashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 05c5ff0463a83c928482c30dbf7a2c0b
|
||||
m_UniqueId: in
|
||||
m_PortDirection: 1
|
||||
m_PortOrientation: 0
|
||||
m_Title: in
|
||||
- rid: 1219994508087787780
|
||||
type: {class: WireModel, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Guid:
|
||||
m_Value0: 10375816761084646535
|
||||
m_Value1: 15824079162718769611
|
||||
m_HashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 8794feea5e4efe8fcb5183af286c9adb
|
||||
m_Version: 2
|
||||
m_FromPortReference:
|
||||
m_NodeModelGuid:
|
||||
m_Value0: 10537482371379217669
|
||||
m_Value1: 805153394380735108
|
||||
m_NodeModelHashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 05c5ff0463a83c928482c30dbf7a2c0b
|
||||
m_UniqueId: out
|
||||
m_PortDirection: 2
|
||||
m_PortOrientation: 0
|
||||
m_Title: out
|
||||
m_ToPortReference:
|
||||
m_NodeModelGuid:
|
||||
m_Value0: 356371523793864382
|
||||
m_Value1: 4751895819492649258
|
||||
m_NodeModelHashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: be46cc430316f2042ae9853a1220f241
|
||||
m_UniqueId: in
|
||||
m_PortDirection: 1
|
||||
m_PortOrientation: 0
|
||||
m_Title: in
|
||||
- rid: 1219994508087787813
|
||||
type: {class: WireModel, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Guid:
|
||||
m_Value0: 10491986159911335451
|
||||
m_Value1: 18287880145942505208
|
||||
m_HashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 1b76d4d1d2059b91f866d271199acbfd
|
||||
m_Version: 2
|
||||
m_FromPortReference:
|
||||
m_NodeModelGuid:
|
||||
m_Value0: 4225538081375705477
|
||||
m_Value1: 10816025756629798206
|
||||
m_NodeModelHashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 85d948457f20a43a3e0d65b11e3e1a96
|
||||
m_UniqueId: MainPortName
|
||||
m_PortDirection: 2
|
||||
m_PortOrientation: 0
|
||||
m_Title: MainPortName
|
||||
m_ToPortReference:
|
||||
m_NodeModelGuid:
|
||||
m_Value0: 13346176596883742728
|
||||
m_Value1: 18083586785705260694
|
||||
m_NodeModelHashGuid:
|
||||
serializedVersion: 2
|
||||
Hash: 0820e35ee72437b996f6e8e25ecef5fa
|
||||
m_UniqueId: SpeakerName
|
||||
m_PortDirection: 1
|
||||
m_PortOrientation: 0
|
||||
m_Title: SpeakerName
|
||||
- rid: 1219994508087787857
|
||||
type: {class: EnumConstant, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value:
|
||||
m_EnumType:
|
||||
m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
m_Value: 0
|
||||
m_EnumType:
|
||||
m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
- rid: 1219994508087787858
|
||||
type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: 1
|
||||
- rid: 1219994508087787860
|
||||
type: {class: EnumConstant, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value:
|
||||
m_EnumType:
|
||||
m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
m_Value: 1
|
||||
m_EnumType:
|
||||
m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
- rid: 1219994508087787861
|
||||
type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: 3
|
||||
- rid: 1219994508087787863
|
||||
type: {class: EnumConstant, ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value:
|
||||
m_EnumType:
|
||||
m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
m_Value: 0
|
||||
m_EnumType:
|
||||
m_Identification: Editor.Dialogue.DialogueType, AppleHillsEditor, Version=0.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
- rid: 1219994508087787864
|
||||
type: {class: 'Constant`1[[System.Int32, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: 1
|
||||
- rid: 1219994508087787897
|
||||
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: This is a test line
|
||||
- rid: 1219994508087787898
|
||||
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: Another regular line
|
||||
- rid: 1219994508087787900
|
||||
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: One multiline
|
||||
- rid: 1219994508087787901
|
||||
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: Two multiline
|
||||
- rid: 1219994508087787902
|
||||
type: {class: 'Constant`1[[System.String, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: Three multiline
|
||||
- rid: 1219994508087787904
|
||||
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: 0
|
||||
- rid: 1219994508087787905
|
||||
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: 0
|
||||
- rid: 1219994508087787906
|
||||
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: Unity.GraphToolkit.Internal.Editor}
|
||||
data:
|
||||
m_Value: 0
|
||||
7
Assets/Dialogue/TestDialogue.dialoguegraph.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9050f99a225035b40b415df272d2b341
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
22
Assets/Editor/AppleHillsEditor.asmdef
Normal file
@@ -0,0 +1,22 @@
|
||||
{
|
||||
"name": "AppleHillsEditor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:d91d3f46515a6954caa674697afbf416",
|
||||
"GUID:69448af7b92c7f342b298e06a37122aa",
|
||||
"GUID:9e24947de15b9834991c9d8411ea37cf",
|
||||
"GUID:70ef9a24f4cfc4aec911c1414e3f90ad",
|
||||
"GUID:d1e08c06f8f9473888c892637c83c913"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
7
Assets/Editor/AppleHillsEditor.asmdef.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ab90989592ecff489d33348d53a0d25
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
207
Assets/Editor/DeveloperSettingsEditorWindow.cs
Normal file
@@ -0,0 +1,207 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/DeveloperSettingsEditorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8ab6d9fee0924431b8e22edb500b35df
|
||||
timeCreated: 1758710778
|
||||
3
Assets/Editor/Dialogue.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ced9daeaad4427f9feb953a53b6d3df
|
||||
timeCreated: 1758869763
|
||||
20
Assets/Editor/Dialogue/DialogueGraph.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Unity.GraphToolkit.Editor;
|
||||
|
||||
namespace Editor.Dialogue
|
||||
{
|
||||
[Serializable]
|
||||
[Graph(AssetExtension)]
|
||||
public class DialogueGraph : Graph
|
||||
{
|
||||
public const string AssetExtension = "dialoguegraph";
|
||||
|
||||
[MenuItem("Assets/Create/Dialogue Graph", false)]
|
||||
private static void CreateAssetFile()
|
||||
{
|
||||
GraphDatabase.PromptInProjectBrowserToCreateNewAsset<DialogueGraph>();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Dialogue/DialogueGraph.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eff5cdbb7a22496e93560cffa5754029
|
||||
timeCreated: 1758869773
|
||||
246
Assets/Editor/Dialogue/DialogueGraphImporter.cs
Normal file
@@ -0,0 +1,246 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor.AssetImporters;
|
||||
using Unity.GraphToolkit.Editor;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dialogue;
|
||||
using PuzzleS;
|
||||
|
||||
namespace Editor.Dialogue
|
||||
{
|
||||
[ScriptedImporter(1, DialogueGraph.AssetExtension)]
|
||||
public class DialogueGraphImporter : ScriptedImporter
|
||||
{
|
||||
public override void OnImportAsset(AssetImportContext ctx)
|
||||
{
|
||||
DialogueGraph editorGraph = GraphDatabase.LoadGraphForImporter<DialogueGraph>(ctx.assetPath);
|
||||
RuntimeDialogueGraph runtimeGraph = ScriptableObject.CreateInstance<RuntimeDialogueGraph>();
|
||||
var nodeIDMap = new Dictionary<INode, string>();
|
||||
|
||||
// Generate stable GUIDs for each node
|
||||
foreach (var node in editorGraph.GetNodes())
|
||||
{
|
||||
nodeIDMap[node] = Guid.NewGuid().ToString();
|
||||
}
|
||||
|
||||
// Process start node to get entry point and speaker name
|
||||
var startNode = editorGraph.GetNodes().OfType<StartNode>().FirstOrDefault();
|
||||
if (startNode != null)
|
||||
{
|
||||
var entryPoint = startNode.GetOutputPorts().FirstOrDefault()?.firstConnectedPort;
|
||||
if (entryPoint != null)
|
||||
{
|
||||
runtimeGraph.entryNodeID = nodeIDMap[entryPoint.GetNode()];
|
||||
}
|
||||
|
||||
runtimeGraph.speakerName = GetPortValue<string>(startNode.GetInputPortByName("SpeakerName"));
|
||||
}
|
||||
|
||||
// Process each node in the graph
|
||||
foreach (var iNode in editorGraph.GetNodes())
|
||||
{
|
||||
if (iNode is StartNode || iNode is IVariableNode)
|
||||
continue;
|
||||
|
||||
var runtimeNode = new RuntimeDialogueNode{ nodeID = nodeIDMap[iNode] };
|
||||
|
||||
// Process node based on its type
|
||||
if (iNode is DialogueNode dialogueNode)
|
||||
{
|
||||
if (iNode is WaitOnPuzzleStep puzzleNode)
|
||||
{
|
||||
ProcessPuzzleNode(puzzleNode, runtimeNode);
|
||||
}
|
||||
else if (iNode is WaitOnPickup pickupNode)
|
||||
{
|
||||
ProcessPickupNode(pickupNode, runtimeNode);
|
||||
}
|
||||
else if (iNode is WaitOnSlot slotNode)
|
||||
{
|
||||
ProcessSlotNode(slotNode, runtimeNode);
|
||||
}
|
||||
|
||||
// Process base dialogue node properties (for all node types)
|
||||
ProcessDialogueNodeBase(dialogueNode, runtimeNode);
|
||||
}
|
||||
else if (iNode is EndNode)
|
||||
{
|
||||
runtimeNode.nodeType = RuntimeDialogueNodeType.End;
|
||||
// End nodes don't have next nodes, so we don't need to look for "out" ports
|
||||
}
|
||||
|
||||
// Get next node connection (skip for EndNodes as they don't have out ports)
|
||||
if (!(iNode is EndNode))
|
||||
{
|
||||
// Check if the node has output ports before trying to get one by name
|
||||
var outputPorts = iNode.GetOutputPorts();
|
||||
if (outputPorts != null && outputPorts.Any())
|
||||
{
|
||||
var outPort = outputPorts.FirstOrDefault(p => p.name == "out");
|
||||
if (outPort != null && outPort.firstConnectedPort != null)
|
||||
{
|
||||
runtimeNode.nextNodeID = nodeIDMap[outPort.firstConnectedPort.GetNode()];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add node to runtime graph
|
||||
runtimeGraph.allNodes.Add(runtimeNode);
|
||||
}
|
||||
|
||||
ctx.AddObjectToAsset("RuntimeData", runtimeGraph);
|
||||
ctx.SetMainObject(runtimeGraph);
|
||||
|
||||
Debug.Log($"Imported DialogueGraph with {runtimeGraph.allNodes.Count} nodes.");
|
||||
}
|
||||
|
||||
private void ProcessDialogueNodeBase(DialogueNode node, RuntimeDialogueNode runtimeNode)
|
||||
{
|
||||
// Set default node type
|
||||
runtimeNode.nodeType = RuntimeDialogueNodeType.Dialogue;
|
||||
|
||||
// Get line type and count options
|
||||
var lineTypeOption = node.GetNodeOptionByName("DialogueLineType");
|
||||
lineTypeOption.TryGetValue<DialogueType>(out var lineType);
|
||||
|
||||
var lineCountOption = node.GetNodeOptionByName("NoLines");
|
||||
lineCountOption.TryGetValue<int>(out var lineCount);
|
||||
|
||||
// Process dialogue lines based on line type
|
||||
if (lineType == DialogueType.SayMultipleLines)
|
||||
{
|
||||
for (var i = 0; i < lineCount; i++)
|
||||
{
|
||||
var lineValue = GetPortValue<string>(node.GetInputPortByName($"DefaultDialogueLine{i + 1}"));
|
||||
if (!string.IsNullOrEmpty(lineValue))
|
||||
{
|
||||
runtimeNode.dialogueLines.Add(lineValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var lineValue = GetPortValue<string>(node.GetInputPortByName("DefaultDialogueLine"));
|
||||
if (!string.IsNullOrEmpty(lineValue))
|
||||
{
|
||||
runtimeNode.dialogueLines.Add(lineValue);
|
||||
}
|
||||
}
|
||||
|
||||
// Get loop through lines option
|
||||
var loopThroughLines = GetPortValue<bool>(node.GetInputPortByName("LoopThroughDefaultLines"));
|
||||
runtimeNode.loopThroughLines = loopThroughLines;
|
||||
}
|
||||
|
||||
private void ProcessPuzzleNode(WaitOnPuzzleStep node, RuntimeDialogueNode runtimeNode)
|
||||
{
|
||||
runtimeNode.nodeType = RuntimeDialogueNodeType.WaitOnPuzzleStep;
|
||||
|
||||
var puzzleStep = GetPortValue<PuzzleStepSO>(node.GetInputPortByName("RequiredPuzzleStep"));
|
||||
if (puzzleStep != null)
|
||||
{
|
||||
runtimeNode.puzzleStepID = puzzleStep.stepId;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessPickupNode(WaitOnPickup node, RuntimeDialogueNode runtimeNode)
|
||||
{
|
||||
runtimeNode.nodeType = RuntimeDialogueNodeType.WaitOnPickup;
|
||||
|
||||
var pickup = GetPortValue<PickupItemData>(node.GetInputPortByName("RequiredPickup"));
|
||||
if (pickup != null)
|
||||
{
|
||||
runtimeNode.pickupItemID = pickup.itemId;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessSlotNode(WaitOnSlot node, RuntimeDialogueNode runtimeNode)
|
||||
{
|
||||
runtimeNode.nodeType = RuntimeDialogueNodeType.WaitOnSlot;
|
||||
|
||||
var slot = GetPortValue<PickupItemData>(node.GetInputPortByName("RequiredSlot"));
|
||||
if (slot != null)
|
||||
{
|
||||
runtimeNode.slotItemID = slot.itemId;
|
||||
}
|
||||
|
||||
// Process incorrect item lines
|
||||
var incorrectItemLineTypeOption = node.GetNodeOptionByName("IncorrectItemDialogueLineType");
|
||||
incorrectItemLineTypeOption.TryGetValue<DialogueType>(out var incorrectItemLineType);
|
||||
|
||||
var incorrectItemLineCountOption = node.GetNodeOptionByName("IncorrectItemNoLines");
|
||||
incorrectItemLineCountOption.TryGetValue<int>(out var incorrectItemLineCount);
|
||||
|
||||
if (incorrectItemLineType == DialogueType.SayMultipleLines)
|
||||
{
|
||||
for (var i = 0; i < incorrectItemLineCount; i++)
|
||||
{
|
||||
var lineValue = GetPortValue<string>(node.GetInputPortByName($"IncorrectItemDialogueLine{i + 1}"));
|
||||
if (!string.IsNullOrEmpty(lineValue))
|
||||
{
|
||||
runtimeNode.incorrectItemLines.Add(lineValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var lineValue = GetPortValue<string>(node.GetInputPortByName("IncorrectItemDialogueLine"));
|
||||
if (!string.IsNullOrEmpty(lineValue))
|
||||
{
|
||||
runtimeNode.incorrectItemLines.Add(lineValue);
|
||||
}
|
||||
}
|
||||
|
||||
runtimeNode.loopThroughIncorrectLines =
|
||||
GetPortValue<bool>(node.GetInputPortByName("LoopThroughIncorrectItemLines"));
|
||||
|
||||
// Process forbidden item lines
|
||||
var forbiddenItemLineTypeOption = node.GetNodeOptionByName("ForbiddenItemDialogueLineType");
|
||||
forbiddenItemLineTypeOption.TryGetValue<DialogueType>(out var forbiddenItemLineType);
|
||||
|
||||
var forbiddenItemLineCountOption = node.GetNodeOptionByName("ForbiddenItemNoLines");
|
||||
forbiddenItemLineCountOption.TryGetValue<int>(out var forbiddenItemLineCount);
|
||||
|
||||
if (forbiddenItemLineType == DialogueType.SayMultipleLines)
|
||||
{
|
||||
for (var i = 0; i < forbiddenItemLineCount; i++)
|
||||
{
|
||||
var lineValue = GetPortValue<string>(node.GetInputPortByName($"ForbiddenItemDialogueLine{i + 1}"));
|
||||
if (!string.IsNullOrEmpty(lineValue))
|
||||
{
|
||||
runtimeNode.forbiddenItemLines.Add(lineValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var lineValue = GetPortValue<string>(node.GetInputPortByName("ForbiddenItemDialogueLine"));
|
||||
if (!string.IsNullOrEmpty(lineValue))
|
||||
{
|
||||
runtimeNode.forbiddenItemLines.Add(lineValue);
|
||||
}
|
||||
}
|
||||
|
||||
runtimeNode.loopThroughForbiddenLines =
|
||||
GetPortValue<bool>(node.GetInputPortByName("LoopThroughForbiddenItemLines"));
|
||||
}
|
||||
|
||||
private T GetPortValue<T>(IPort port)
|
||||
{
|
||||
if (port == null) return default(T);
|
||||
|
||||
if (port.isConnected)
|
||||
{
|
||||
if (port.firstConnectedPort.GetNode() is IVariableNode variableNode)
|
||||
{
|
||||
variableNode.variable.TryGetDefaultValue(out T value);
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
port.TryGetValue(out T fallbackValue);
|
||||
return fallbackValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Dialogue/DialogueGraphImporter.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2334d3ee5254a2bbcb316035c681b27
|
||||
timeCreated: 1758871584
|
||||
196
Assets/Editor/Dialogue/DialogueNodes.cs
Normal file
@@ -0,0 +1,196 @@
|
||||
using UnityEngine;
|
||||
using Unity.GraphToolkit.Editor;
|
||||
using System;
|
||||
|
||||
namespace Editor.Dialogue
|
||||
{
|
||||
[Serializable]
|
||||
public class StartNode : Node
|
||||
{
|
||||
protected override void OnDefinePorts(IPortDefinitionContext context)
|
||||
{
|
||||
context.AddOutputPort("out").Build();
|
||||
|
||||
context.AddInputPort<string>("SpeakerName").Build();
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class EndNode : Node
|
||||
{
|
||||
protected override void OnDefinePorts(IPortDefinitionContext context)
|
||||
{
|
||||
context.AddInputPort("in").Build();
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public enum DialogueType
|
||||
{
|
||||
SayOneLine,
|
||||
SayMultipleLines
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class DialogueNode : Node
|
||||
{
|
||||
const string LineTypeOptionName = "DialogueLineType";
|
||||
const string NoLinesOptionName = "NoLines";
|
||||
const string LoopThroughDefaultLinesOptionName = "LoopThroughDefaultLines";
|
||||
const string DefaultDialogueLineOptionName = "DefaultDialogueLine";
|
||||
|
||||
|
||||
protected override void OnDefineOptions(IOptionDefinitionContext context)
|
||||
{
|
||||
context.AddOption<DialogueType>(LineTypeOptionName)
|
||||
.WithDisplayName("Default Line Type")
|
||||
.WithDefaultValue(DialogueType.SayOneLine)
|
||||
.Delayed();
|
||||
|
||||
|
||||
context.AddOption<int>(NoLinesOptionName)
|
||||
.WithDisplayName("Number of Default Lines")
|
||||
.WithDefaultValue(1)
|
||||
.Delayed();
|
||||
}
|
||||
|
||||
protected override void OnDefinePorts(IPortDefinitionContext context)
|
||||
{
|
||||
context.AddInputPort("in").Build();
|
||||
context.AddOutputPort("out").Build();
|
||||
|
||||
var lineTypeOption = GetNodeOptionByName(LineTypeOptionName);
|
||||
lineTypeOption.TryGetValue<DialogueType>(out var lineType);
|
||||
var lineCountOption = GetNodeOptionByName(NoLinesOptionName);
|
||||
lineCountOption.TryGetValue<int>(out var lineCount);
|
||||
|
||||
if (lineType == DialogueType.SayMultipleLines)
|
||||
{
|
||||
for (var i = 0; i < lineCount; i++)
|
||||
{
|
||||
context.AddInputPort<string>($"{DefaultDialogueLineOptionName}{i + 1}").WithDisplayName($"Default Dialogue Line {i + 1}").Build();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
context.AddInputPort<string>($"{DefaultDialogueLineOptionName}").WithDisplayName("Default Dialogue Line").Build();
|
||||
}
|
||||
|
||||
context.AddInputPort<bool>($"{LoopThroughDefaultLinesOptionName}").WithDisplayName("Loop Through Default Lines?").Build();
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class WaitOnPuzzleStep : DialogueNode
|
||||
{
|
||||
const string RequiredPuzzleStep = "RequiredPuzzleStep";
|
||||
|
||||
protected override void OnDefinePorts(IPortDefinitionContext context)
|
||||
{
|
||||
context.AddInputPort<PuzzleStepSO>(RequiredPuzzleStep).WithDisplayName("Required Puzzle Step").Build();
|
||||
|
||||
base.OnDefinePorts(context);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class WaitOnPickup : DialogueNode
|
||||
{
|
||||
const string RequiredPickupsOptionName = "RequiredPickup";
|
||||
|
||||
protected override void OnDefinePorts(IPortDefinitionContext context)
|
||||
{
|
||||
context.AddInputPort<PickupItemData>(RequiredPickupsOptionName).WithDisplayName("Required Pickup").Build();
|
||||
|
||||
base.OnDefinePorts(context);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class WaitOnSlot : DialogueNode
|
||||
{
|
||||
const string RequiredSlotOptionName = "RequiredSlot";
|
||||
// Incorrect item - i.e. not the correct one but also not forbidden
|
||||
const string IncorrectItemLineTypeOptionName = "IncorrectItemDialogueLineType";
|
||||
const string IncorrectItemNoLinesOptionName = "IncorrectItemNoLines";
|
||||
const string LoopThroughIncorrectItemLinesOptionName = "LoopThroughIncorrectItemLines";
|
||||
const string IncorrectIteDialogueLineOptionName = "IncorrectItemDialogueLine";
|
||||
// Explicitely forbidden item
|
||||
const string ForbiddenItemLineTypeOptionName = "ForbiddenItemDialogueLineType";
|
||||
const string ForbiddenItemNoLinesOptionName = "ForbiddenItemNoLines";
|
||||
const string LoopThroughForbiddenItemLinesOptionName = "LoopThroughForbiddenItemLines";
|
||||
const string ForbiddenIteDialogueLineOptionName = "ForbiddenItemDialogueLine";
|
||||
|
||||
protected override void OnDefineOptions(IOptionDefinitionContext context)
|
||||
{
|
||||
base.OnDefineOptions(context);
|
||||
|
||||
// Incorrect
|
||||
context.AddOption<DialogueType>(IncorrectItemLineTypeOptionName)
|
||||
.WithDisplayName("Incorrect Item Line Type")
|
||||
.WithDefaultValue(DialogueType.SayOneLine)
|
||||
.Delayed();
|
||||
context.AddOption<int>(IncorrectItemNoLinesOptionName)
|
||||
.WithDisplayName("Number of Incorrect Item Lines")
|
||||
.WithDefaultValue(1)
|
||||
.Delayed();
|
||||
|
||||
// Forbidden
|
||||
context.AddOption<DialogueType>(ForbiddenItemLineTypeOptionName)
|
||||
.WithDisplayName("Forbidden Item Line Type")
|
||||
.WithDefaultValue(DialogueType.SayOneLine)
|
||||
.Delayed();
|
||||
context.AddOption<int>(ForbiddenItemNoLinesOptionName)
|
||||
.WithDisplayName("Forbidden of Incorrect Item Lines")
|
||||
.WithDefaultValue(1)
|
||||
.Delayed();
|
||||
}
|
||||
|
||||
protected override void OnDefinePorts(IPortDefinitionContext context)
|
||||
{
|
||||
context.AddInputPort<PickupItemData>(RequiredSlotOptionName).WithDisplayName("Required Slot").Build();
|
||||
|
||||
base.OnDefinePorts(context);
|
||||
|
||||
// Incorrect
|
||||
var incorrectItemLineTypeOption = GetNodeOptionByName(IncorrectItemLineTypeOptionName);
|
||||
incorrectItemLineTypeOption.TryGetValue<DialogueType>(out var incorrectItemLineType);
|
||||
var incorrectItemLineCountOption = GetNodeOptionByName(IncorrectItemNoLinesOptionName);
|
||||
incorrectItemLineCountOption.TryGetValue<int>(out var incorrectItemLineCount);
|
||||
|
||||
if (incorrectItemLineType == DialogueType.SayMultipleLines)
|
||||
{
|
||||
for (var i = 0; i < incorrectItemLineCount; i++)
|
||||
{
|
||||
context.AddInputPort<string>($"{IncorrectIteDialogueLineOptionName}{i + 1}").WithDisplayName($"Incorrect Item Dialogue Line {i + 1}").Build();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
context.AddInputPort<string>($"{IncorrectIteDialogueLineOptionName}").WithDisplayName("Incorrect Item Dialogue Line").Build();
|
||||
}
|
||||
|
||||
context.AddInputPort<bool>($"{LoopThroughIncorrectItemLinesOptionName}").WithDisplayName("Loop Through Incorrect Item Lines?").Build();
|
||||
|
||||
// Forbidden
|
||||
var forbiddenItemLineTypeOption = GetNodeOptionByName(ForbiddenItemLineTypeOptionName);
|
||||
forbiddenItemLineTypeOption.TryGetValue<DialogueType>(out var forbiddenItemLineType);
|
||||
var forbiddenItemLineCountOption = GetNodeOptionByName(ForbiddenItemNoLinesOptionName);
|
||||
forbiddenItemLineCountOption.TryGetValue<int>(out var forbiddenItemLineCount);
|
||||
|
||||
if (forbiddenItemLineType == DialogueType.SayMultipleLines)
|
||||
{
|
||||
for (var i = 0; i < forbiddenItemLineCount; i++)
|
||||
{
|
||||
context.AddInputPort<string>($"{ForbiddenIteDialogueLineOptionName}{i + 1}").WithDisplayName($"Forbidden Item Dialogue Line {i + 1}").Build();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
context.AddInputPort<string>($"{ForbiddenIteDialogueLineOptionName}").WithDisplayName("Forbidden Item Dialogue Line").Build();
|
||||
}
|
||||
|
||||
context.AddInputPort<bool>($"{LoopThroughForbiddenItemLinesOptionName}").WithDisplayName("Loop Through Forbidden Item Lines?").Build();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Dialogue/DialogueNodes.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a8b3213c46b447a9adc5627a273f2b2d
|
||||
timeCreated: 1758870466
|
||||
48
Assets/Editor/DivingGameManagerEditor.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/DivingGameManagerEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bbb340d8d9b4af581770757e86cc1f8
|
||||
timeCreated: 1758532258
|
||||
97
Assets/Editor/EditorSettingsProvider.cs
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/EditorSettingsProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e8da573a8db4ea892fe476592276e0f
|
||||
timeCreated: 1758634265
|
||||
@@ -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");
|
||||
|
||||
54
Assets/Editor/LayerPropertyDrawer.cs
Normal file
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/LayerPropertyDrawer.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c6b274ce7b14e91bf5a294a23ba0609
|
||||
timeCreated: 1758711663
|
||||
@@ -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");
|
||||
|
||||
776
Assets/Editor/PrefabVariantGeneratorWindow.cs
Normal file
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/PrefabVariantGeneratorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b49d63944914b3b87e5f6112aee72ca
|
||||
timeCreated: 1758278821
|
||||
@@ -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");
|
||||
|
||||
123
Assets/Editor/SceneBrowserWindow.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
public class SceneBrowserWindow : EditorWindow
|
||||
{
|
||||
private class SceneInfo
|
||||
{
|
||||
public string path;
|
||||
public string name;
|
||||
public string folder;
|
||||
public bool inBuildSettings;
|
||||
}
|
||||
|
||||
private Vector2 _scroll;
|
||||
private List<SceneInfo> _scenes = new List<SceneInfo>();
|
||||
private Dictionary<string, List<SceneInfo>> _scenesByFolder = new Dictionary<string, List<SceneInfo>>();
|
||||
|
||||
[MenuItem("Tools/Scene Browser")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<SceneBrowserWindow>(false, "Scene Browser", true);
|
||||
window.RefreshScenes();
|
||||
}
|
||||
|
||||
private void OnFocus()
|
||||
{
|
||||
RefreshScenes();
|
||||
}
|
||||
|
||||
private void RefreshScenes()
|
||||
{
|
||||
_scenes.Clear();
|
||||
_scenesByFolder.Clear();
|
||||
string[] guids = AssetDatabase.FindAssets("t:Scene", new[] { "Assets/Scenes" });
|
||||
var buildScenes = EditorBuildSettings.scenes.Select(s => s.path).ToHashSet();
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
string name = Path.GetFileNameWithoutExtension(path);
|
||||
string folder = Path.GetDirectoryName(path).Replace("\\", "/");
|
||||
if (folder == "Assets/Scenes") folder = "";
|
||||
var info = new SceneInfo
|
||||
{
|
||||
path = path,
|
||||
name = name,
|
||||
folder = folder,
|
||||
inBuildSettings = buildScenes.Contains(path)
|
||||
};
|
||||
_scenes.Add(info);
|
||||
if (!_scenesByFolder.ContainsKey(folder))
|
||||
_scenesByFolder[folder] = new List<SceneInfo>();
|
||||
_scenesByFolder[folder].Add(info);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (GUILayout.Button("Refresh"))
|
||||
RefreshScenes();
|
||||
_scroll = EditorGUILayout.BeginScrollView(_scroll);
|
||||
// Top-level scenes
|
||||
if (_scenesByFolder.ContainsKey(""))
|
||||
{
|
||||
foreach (var scene in _scenesByFolder[""])
|
||||
DrawSceneRow(scene);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
// Subfolders
|
||||
foreach (var kvp in _scenesByFolder)
|
||||
{
|
||||
if (string.IsNullOrEmpty(kvp.Key)) continue;
|
||||
EditorGUILayout.LabelField(kvp.Key, EditorStyles.boldLabel);
|
||||
foreach (var scene in kvp.Value)
|
||||
DrawSceneRow(scene);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawSceneRow(SceneInfo scene)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(scene.name, GUILayout.Width(180));
|
||||
if (GUILayout.Button("Open", GUILayout.Width(50)))
|
||||
{
|
||||
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
|
||||
EditorSceneManager.OpenScene(scene.path);
|
||||
}
|
||||
if (GUILayout.Button("Locate", GUILayout.Width(50)))
|
||||
{
|
||||
var obj = AssetDatabase.LoadAssetAtPath<SceneAsset>(scene.path);
|
||||
EditorGUIUtility.PingObject(obj);
|
||||
}
|
||||
bool inBuild = scene.inBuildSettings;
|
||||
bool newInBuild = GUILayout.Toggle(inBuild, "In Build", GUILayout.Width(70));
|
||||
if (newInBuild != inBuild)
|
||||
{
|
||||
ToggleSceneInBuildSettings(scene.path, newInBuild);
|
||||
scene.inBuildSettings = newInBuild;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void ToggleSceneInBuildSettings(string path, bool add)
|
||||
{
|
||||
var scenes = EditorBuildSettings.scenes.ToList();
|
||||
if (add)
|
||||
{
|
||||
if (!scenes.Any(s => s.path == path))
|
||||
scenes.Add(new EditorBuildSettingsScene(path, true));
|
||||
}
|
||||
else
|
||||
{
|
||||
scenes = scenes.Where(s => s.path != path).ToList();
|
||||
}
|
||||
EditorBuildSettings.scenes = scenes.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Editor/SceneBrowserWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bda5b0c96582450e94a8b332f86c726d
|
||||
timeCreated: 1757596929
|
||||
@@ -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");
|
||||
|
||||
195
Assets/Editor/SettingsEditorWindow.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/SettingsEditorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfb9e77c746e41a2903603a39df3d424
|
||||
timeCreated: 1758619952
|
||||
42
Assets/Editor/TrenchTileSpawnerEditor.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/TrenchTileSpawnerEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9fb1a138e45d4720ba5c95da894b4491
|
||||
timeCreated: 1758531024
|
||||