1000 lines
37 KiB
C#
1000 lines
37 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using PuzzleS;
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namespace AppleHills.Editor.PuzzleSystem
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{
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/// <summary>
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/// Editor utility for managing puzzle steps and debugging puzzle state at runtime.
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/// Provides tabs for both editing puzzle data and runtime debugging.
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/// </summary>
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public class PuzzleEditorWindow : EditorWindow
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{
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// Paths
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private const string PuzzleDataBasePath = "Assets/Data";
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private const string MenuPath = "AppleHills/Puzzle Editor";
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// Editor state
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private List<PuzzleStepSO> _allPuzzleSteps = new List<PuzzleStepSO>();
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private Dictionary<string, List<PuzzleStepSO>> _puzzleStepsByFolder = new Dictionary<string, List<PuzzleStepSO>>();
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private PuzzleStepSO _selectedStep;
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private Dictionary<string, bool> _folderExpanded = new Dictionary<string, bool>();
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private Vector2 _puzzleListScrollPosition;
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private Vector2 _puzzleEditScrollPosition;
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private string _searchQuery = "";
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private bool _isDirty = false;
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// Tab management
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private int _selectedTab = 0;
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private readonly string[] _tabNames = { "Edit", "Debug" };
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// Runtime debug state
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private Dictionary<string, bool> _stepUnlockState = new Dictionary<string, bool>();
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private Dictionary<string, bool> _stepCompletedState = new Dictionary<string, bool>();
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private Vector2 _debugScrollPosition;
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private bool _isPlaying = false;
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private bool _hasRuntimeData = false;
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private PuzzleLevelDataSO _runtimeLevelData;
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// New step creation
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private string _newStepName = "New Step";
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private string _selectedFolder = "";
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private bool _showCreateNewStepDialog = false;
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[MenuItem(MenuPath)]
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public static void ShowWindow()
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{
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var window = GetWindow<PuzzleEditorWindow>("Puzzle Editor");
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window.minSize = new Vector2(800, 600);
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window.Show();
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}
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private void OnEnable()
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{
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// Load all puzzle steps
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LoadAllPuzzleSteps();
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// Register for undo/redo
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Undo.undoRedoPerformed += OnUndoRedo;
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// Set up update callbacks
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EditorApplication.update += OnEditorUpdate;
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private void OnDisable()
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{
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// Unregister from undo/redo
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Undo.undoRedoPerformed -= OnUndoRedo;
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// Unregister from update
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EditorApplication.update -= OnEditorUpdate;
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EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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}
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private void OnEditorUpdate()
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{
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// Check if we're in play mode
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bool currentlyPlaying = EditorApplication.isPlaying && !EditorApplication.isPaused;
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if (_isPlaying != currentlyPlaying)
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{
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_isPlaying = currentlyPlaying;
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Repaint();
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}
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// In play mode, update runtime data periodically
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if (_isPlaying)
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{
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UpdateRuntimeData();
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Repaint();
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}
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}
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private void OnUndoRedo()
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{
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_isDirty = true;
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Repaint();
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}
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private void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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if (state == PlayModeStateChange.EnteredPlayMode)
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{
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_isPlaying = true;
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_hasRuntimeData = false;
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_stepUnlockState.Clear();
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_stepCompletedState.Clear();
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}
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else if (state == PlayModeStateChange.ExitingPlayMode)
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{
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_isPlaying = false;
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_hasRuntimeData = false;
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_runtimeLevelData = null;
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}
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Repaint();
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}
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private void OnGUI()
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{
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DrawHeader();
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_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
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EditorGUILayout.Space();
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switch (_selectedTab)
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{
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case 0: // Edit tab
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DrawEditTab();
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break;
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case 1: // Debug tab
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DrawDebugTab();
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break;
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}
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// Apply any pending changes
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if (_isDirty)
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{
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SavePuzzleChanges();
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_isDirty = false;
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}
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}
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#region Header UI
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private void DrawHeader()
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{
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
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{
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LoadAllPuzzleSteps();
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}
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GUILayout.FlexibleSpace();
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// Tab-specific toolbar options
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if (_selectedTab == 0) // Edit tab
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{
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if (GUILayout.Button("Create New", EditorStyles.toolbarButton, GUILayout.Width(80)))
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{
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_showCreateNewStepDialog = true;
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}
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}
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else if (_selectedTab == 1) // Debug tab
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{
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EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
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}
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EditorGUILayout.EndHorizontal();
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}
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#endregion
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#region Edit Tab
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private void DrawEditTab()
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{
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EditorGUILayout.BeginHorizontal();
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// Left panel - puzzle step list
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EditorGUILayout.BeginVertical(GUILayout.Width(250));
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DrawStepListPanel();
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EditorGUILayout.EndVertical();
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// Separator
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EditorGUILayout.Space();
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// Right panel - puzzle step editor
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EditorGUILayout.BeginVertical();
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DrawStepEditorPanel();
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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// Draw create new step dialog if needed
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if (_showCreateNewStepDialog)
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{
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DrawCreateNewStepDialog();
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}
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}
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private void DrawStepListPanel()
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{
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// Search field
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
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if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
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{
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_searchQuery = "";
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GUI.FocusControl(null);
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}
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EditorGUILayout.EndHorizontal();
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_puzzleListScrollPosition = EditorGUILayout.BeginScrollView(_puzzleListScrollPosition);
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// If search query exists, show filtered results across all folders
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if (!string.IsNullOrEmpty(_searchQuery))
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{
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var filteredSteps = _allPuzzleSteps.Where(step =>
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step.displayName.ToLower().Contains(_searchQuery.ToLower()) ||
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step.stepId.ToLower().Contains(_searchQuery.ToLower())).ToList();
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if (filteredSteps.Any())
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{
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EditorGUILayout.LabelField($"Search Results ({filteredSteps.Count}):", EditorStyles.boldLabel);
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foreach (var step in filteredSteps)
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{
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if (DrawStepListItem(step))
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{
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_selectedStep = step;
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GUI.FocusControl(null);
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}
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}
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}
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else
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{
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EditorGUILayout.LabelField("No matching steps found");
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}
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}
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// Otherwise show organized by folder
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else
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{
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foreach (var folderEntry in _puzzleStepsByFolder)
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{
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string folderName = folderEntry.Key;
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List<PuzzleStepSO> steps = folderEntry.Value;
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if (!_folderExpanded.ContainsKey(folderName))
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{
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_folderExpanded[folderName] = true; // Default to expanded
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}
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// Folder header with toggle
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EditorGUILayout.BeginHorizontal();
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_folderExpanded[folderName] = EditorGUILayout.Foldout(_folderExpanded[folderName], folderName, true);
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// Show step count
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EditorGUILayout.LabelField($"({steps.Count})", GUILayout.Width(40));
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EditorGUILayout.EndHorizontal();
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// Draw steps in folder if expanded
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if (_folderExpanded[folderName])
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{
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EditorGUI.indentLevel++;
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foreach (var step in steps)
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{
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if (DrawStepListItem(step))
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{
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_selectedStep = step;
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GUI.FocusControl(null);
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}
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}
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EditorGUI.indentLevel--;
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}
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}
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}
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EditorGUILayout.EndScrollView();
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}
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private bool DrawStepListItem(PuzzleStepSO step)
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{
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if (step == null) return false;
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bool isSelected = step == _selectedStep;
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EditorGUILayout.BeginHorizontal(isSelected ? EditorStyles.selectionRect : EditorStyles.helpBox);
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// Icon if available
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if (step.icon != null)
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{
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GUILayout.Label(new GUIContent(step.icon.texture), GUILayout.Width(20), GUILayout.Height(20));
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}
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else
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{
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GUILayout.Space(24);
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}
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// Name and ID
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EditorGUILayout.BeginVertical();
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EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
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EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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// Check if this item was clicked
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Rect itemRect = GUILayoutUtility.GetLastRect();
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bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
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&& itemRect.Contains(Event.current.mousePosition);
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if (wasClicked)
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{
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Event.current.Use();
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}
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return wasClicked;
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}
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private void DrawStepEditorPanel()
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{
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if (_selectedStep == null)
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{
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EditorGUILayout.HelpBox("Select a puzzle step to edit", MessageType.Info);
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return;
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}
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_puzzleEditScrollPosition = EditorGUILayout.BeginScrollView(_puzzleEditScrollPosition);
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EditorGUI.BeginChangeCheck();
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// Header with name and ID
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
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EditorGUILayout.LabelField(_selectedStep.displayName, EditorStyles.boldLabel);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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// Basic properties
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EditorGUILayout.LabelField("Basic Properties", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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// Step ID
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Step ID:", GUILayout.Width(100));
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string newStepId = EditorGUILayout.TextField(_selectedStep.stepId);
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if (newStepId != _selectedStep.stepId)
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{
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Undo.RecordObject(_selectedStep, "Change Step ID");
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_selectedStep.stepId = newStepId;
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_isDirty = true;
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}
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EditorGUILayout.EndHorizontal();
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// Display Name
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Display Name:", GUILayout.Width(100));
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string newDisplayName = EditorGUILayout.TextField(_selectedStep.displayName);
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if (newDisplayName != _selectedStep.displayName)
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{
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Undo.RecordObject(_selectedStep, "Change Display Name");
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_selectedStep.displayName = newDisplayName;
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_isDirty = true;
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}
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EditorGUILayout.EndHorizontal();
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// Description
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Description:", GUILayout.Width(100));
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string newDescription = EditorGUILayout.TextArea(_selectedStep.description, GUILayout.Height(60));
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if (newDescription != _selectedStep.description)
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{
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Undo.RecordObject(_selectedStep, "Change Description");
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_selectedStep.description = newDescription;
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_isDirty = true;
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}
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EditorGUILayout.EndHorizontal();
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// Icon
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Icon:", GUILayout.Width(100));
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Sprite newIcon = (Sprite)EditorGUILayout.ObjectField(_selectedStep.icon, typeof(Sprite), false);
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if (newIcon != _selectedStep.icon)
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{
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Undo.RecordObject(_selectedStep, "Change Icon");
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_selectedStep.icon = newIcon;
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_isDirty = true;
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space();
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// Unlocks (dependencies)
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EditorGUILayout.LabelField("Unlocks", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("Steps that will be unlocked when this step is completed", MessageType.Info);
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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// Show unlocked steps list
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if (_selectedStep.unlocks.Count > 0)
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{
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for (int i = 0; i < _selectedStep.unlocks.Count; i++)
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{
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EditorGUILayout.BeginHorizontal();
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// Draw step selector
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PuzzleStepSO newUnlockedStep = (PuzzleStepSO)EditorGUILayout.ObjectField(
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_selectedStep.unlocks[i], typeof(PuzzleStepSO), false);
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if (newUnlockedStep != _selectedStep.unlocks[i])
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{
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Undo.RecordObject(_selectedStep, "Change Unlocked Step");
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_selectedStep.unlocks[i] = newUnlockedStep;
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_isDirty = true;
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}
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// Remove button
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if (GUILayout.Button("-", GUILayout.Width(20)))
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{
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Undo.RecordObject(_selectedStep, "Remove Unlocked Step");
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_selectedStep.unlocks.RemoveAt(i);
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_isDirty = true;
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i--;
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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else
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{
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EditorGUILayout.LabelField("No steps will be unlocked");
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}
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// Add new dependency
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if (GUILayout.Button("Add Unlocked Step"))
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{
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Undo.RecordObject(_selectedStep, "Add Unlocked Step");
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_selectedStep.unlocks.Add(null);
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_isDirty = true;
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space();
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// Asset path info
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string assetPath = AssetDatabase.GetAssetPath(_selectedStep);
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EditorGUILayout.LabelField("Asset Path:", EditorStyles.miniLabel);
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EditorGUILayout.LabelField(assetPath, EditorStyles.miniLabel);
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// Delete button
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EditorGUILayout.Space();
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if (GUILayout.Button("Delete Step", GUILayout.Width(100)))
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{
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if (EditorUtility.DisplayDialog("Delete Puzzle Step",
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$"Are you sure you want to delete '{_selectedStep.displayName}'? This action cannot be undone.",
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"Delete", "Cancel"))
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{
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DeletePuzzleStep(_selectedStep);
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_selectedStep = null;
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}
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}
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if (EditorGUI.EndChangeCheck())
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{
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EditorUtility.SetDirty(_selectedStep);
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}
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EditorGUILayout.EndScrollView();
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}
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private void DrawCreateNewStepDialog()
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{
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// Create a centered window
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Rect windowRect = new Rect(
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(position.width - 400) / 2,
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(position.height - 200) / 2,
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400, 200);
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GUI.Box(windowRect, "Create New Puzzle Step", EditorStyles.helpBox);
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GUILayout.BeginArea(new Rect(windowRect.x + 10, windowRect.y + 30, windowRect.width - 20, windowRect.height - 40));
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// Name field
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Name:", GUILayout.Width(80));
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_newStepName = EditorGUILayout.TextField(_newStepName);
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EditorGUILayout.EndHorizontal();
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// Folder selection
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Folder:", GUILayout.Width(80));
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// Create folder dropdown
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List<string> folderNames = _puzzleStepsByFolder.Keys.ToList();
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int selectedFolderIndex = folderNames.IndexOf(_selectedFolder);
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int newSelectedFolderIndex = EditorGUILayout.Popup(selectedFolderIndex >= 0 ? selectedFolderIndex : 0, folderNames.ToArray());
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if (newSelectedFolderIndex >= 0 && newSelectedFolderIndex < folderNames.Count)
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{
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_selectedFolder = folderNames[newSelectedFolderIndex];
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}
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else if (folderNames.Count > 0)
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{
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_selectedFolder = folderNames[0];
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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// Buttons
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Cancel", GUILayout.Width(100)))
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{
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_showCreateNewStepDialog = false;
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}
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if (GUILayout.Button("Create", GUILayout.Width(100)))
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{
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if (!string.IsNullOrEmpty(_newStepName) && !string.IsNullOrEmpty(_selectedFolder))
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{
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CreateNewPuzzleStep(_newStepName, _selectedFolder);
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_showCreateNewStepDialog = false;
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_newStepName = "New Step";
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}
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}
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EditorGUILayout.EndHorizontal();
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GUILayout.EndArea();
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}
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#endregion
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#region Debug Tab
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private void DrawDebugTab()
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{
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if (!_isPlaying)
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{
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EditorGUILayout.HelpBox("Enter Play Mode to debug puzzles at runtime", MessageType.Info);
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return;
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}
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if (!_hasRuntimeData || _runtimeLevelData == null)
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{
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EditorGUILayout.HelpBox("Waiting for puzzle data to be loaded...", MessageType.Info);
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return;
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}
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
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GUILayout.FlexibleSpace();
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// Unlock All button
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if (GUILayout.Button("Unlock All", EditorStyles.toolbarButton, GUILayout.Width(100)))
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{
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UnlockAllPuzzles();
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}
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EditorGUILayout.EndHorizontal();
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_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
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|
||
// List all steps with their current state
|
||
EditorGUILayout.LabelField("Puzzle Steps", EditorStyles.boldLabel);
|
||
|
||
// Show steps directly from the level data in a flat list
|
||
foreach (var step in _runtimeLevelData.allSteps)
|
||
{
|
||
if (step == null) continue;
|
||
|
||
DrawRuntimeStepItem(step);
|
||
}
|
||
|
||
EditorGUILayout.EndScrollView();
|
||
}
|
||
|
||
private void DrawRuntimeStepItem(PuzzleStepSO step)
|
||
{
|
||
bool isUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
|
||
bool isCompleted = _stepCompletedState.ContainsKey(step.stepId) && _stepCompletedState[step.stepId];
|
||
|
||
// Set background color based on state
|
||
Color originalColor = GUI.backgroundColor;
|
||
|
||
if (isCompleted)
|
||
GUI.backgroundColor = new Color(0.5f, 1f, 0.5f); // Green for completed
|
||
else if (isUnlocked)
|
||
GUI.backgroundColor = new Color(1f, 1f, 0.5f); // Yellow for unlocked but not completed
|
||
else
|
||
GUI.backgroundColor = new Color(1f, 0.5f, 0.5f); // Red for locked
|
||
|
||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||
|
||
// Reset color
|
||
GUI.backgroundColor = originalColor;
|
||
|
||
EditorGUILayout.BeginHorizontal();
|
||
|
||
// Step info
|
||
EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
|
||
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
|
||
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
|
||
|
||
// Status text
|
||
string statusText = isCompleted ? "Completed" : (isUnlocked ? "Unlocked" : "Locked");
|
||
EditorGUILayout.LabelField($"Status: {statusText}", EditorStyles.miniLabel);
|
||
|
||
EditorGUILayout.EndVertical();
|
||
|
||
// Action buttons
|
||
EditorGUILayout.BeginVertical(GUILayout.Width(100));
|
||
|
||
EditorGUI.BeginDisabledGroup(isCompleted);
|
||
if (GUILayout.Button(isUnlocked ? "Lock" : "Unlock"))
|
||
{
|
||
ToggleStepUnlocked(step);
|
||
}
|
||
EditorGUI.EndDisabledGroup();
|
||
|
||
EditorGUI.BeginDisabledGroup(!isUnlocked || isCompleted);
|
||
if (GUILayout.Button("Complete"))
|
||
{
|
||
CompleteStep(step);
|
||
}
|
||
EditorGUI.EndDisabledGroup();
|
||
|
||
EditorGUILayout.EndVertical();
|
||
|
||
EditorGUILayout.EndHorizontal();
|
||
EditorGUILayout.EndVertical();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Data Management
|
||
|
||
private void LoadAllPuzzleSteps()
|
||
{
|
||
_allPuzzleSteps.Clear();
|
||
_puzzleStepsByFolder.Clear();
|
||
|
||
// Find all PuzzleStepSO assets in the project
|
||
string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
|
||
|
||
foreach (string guid in guids)
|
||
{
|
||
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
||
|
||
// Only include assets from the Data folder
|
||
if (assetPath.StartsWith(PuzzleDataBasePath))
|
||
{
|
||
PuzzleStepSO step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(assetPath);
|
||
|
||
if (step != null)
|
||
{
|
||
_allPuzzleSteps.Add(step);
|
||
|
||
// Add to folder dictionary for organization
|
||
string folder = Path.GetDirectoryName(assetPath)?.Replace("\\", "/");
|
||
|
||
if (folder != null)
|
||
{
|
||
if (!_puzzleStepsByFolder.ContainsKey(folder))
|
||
{
|
||
_puzzleStepsByFolder[folder] = new List<PuzzleStepSO>();
|
||
}
|
||
|
||
_puzzleStepsByFolder[folder].Add(step);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Make sure each folder is sorted by name
|
||
foreach (var key in _puzzleStepsByFolder.Keys.ToList())
|
||
{
|
||
_puzzleStepsByFolder[key] = _puzzleStepsByFolder[key]
|
||
.OrderBy(step => step.displayName)
|
||
.ToList();
|
||
}
|
||
|
||
_isDirty = false;
|
||
}
|
||
|
||
private void SavePuzzleChanges()
|
||
{
|
||
AssetDatabase.SaveAssets();
|
||
AssetDatabase.Refresh();
|
||
}
|
||
|
||
private void CreateNewPuzzleStep(string stepName, string folderPath)
|
||
{
|
||
// Create a new PuzzleStepSO
|
||
PuzzleStepSO newStep = CreateInstance<PuzzleStepSO>();
|
||
newStep.stepId = GenerateUniqueStepId(stepName);
|
||
newStep.displayName = stepName;
|
||
|
||
// Create the path
|
||
string assetPath = Path.Combine(folderPath, $"{stepName}.asset").Replace("\\", "/");
|
||
|
||
// Make sure the directory exists
|
||
string directory = Path.GetDirectoryName(assetPath);
|
||
if (!Directory.Exists(directory))
|
||
{
|
||
Directory.CreateDirectory(directory);
|
||
}
|
||
|
||
// Create the asset
|
||
AssetDatabase.CreateAsset(newStep, assetPath);
|
||
AssetDatabase.SaveAssets();
|
||
AssetDatabase.Refresh();
|
||
|
||
// Reload all steps and select the new one
|
||
LoadAllPuzzleSteps();
|
||
_selectedStep = newStep;
|
||
}
|
||
|
||
private void DeletePuzzleStep(PuzzleStepSO step)
|
||
{
|
||
if (step == null) return;
|
||
|
||
string assetPath = AssetDatabase.GetAssetPath(step);
|
||
|
||
if (!string.IsNullOrEmpty(assetPath))
|
||
{
|
||
// Also need to remove all references to this step from other steps' unlocks lists
|
||
foreach (var otherStep in _allPuzzleSteps)
|
||
{
|
||
if (otherStep != null && otherStep != step)
|
||
{
|
||
if (otherStep.unlocks.Contains(step))
|
||
{
|
||
Undo.RecordObject(otherStep, "Remove Deleted Step Reference");
|
||
otherStep.unlocks.Remove(step);
|
||
EditorUtility.SetDirty(otherStep);
|
||
}
|
||
}
|
||
}
|
||
|
||
AssetDatabase.DeleteAsset(assetPath);
|
||
AssetDatabase.SaveAssets();
|
||
AssetDatabase.Refresh();
|
||
|
||
// Reload all steps
|
||
LoadAllPuzzleSteps();
|
||
}
|
||
}
|
||
|
||
private string GenerateUniqueStepId(string baseName)
|
||
{
|
||
// Convert to lowercase and replace spaces with underscores
|
||
string baseId = baseName.ToLower().Replace(" ", "_");
|
||
|
||
// Check if this ID already exists
|
||
bool idExists = _allPuzzleSteps.Any(step => step.stepId == baseId);
|
||
|
||
if (!idExists)
|
||
{
|
||
return baseId;
|
||
}
|
||
|
||
// Add a number suffix if ID already exists
|
||
int counter = 1;
|
||
while (_allPuzzleSteps.Any(step => step.stepId == $"{baseId}_{counter}"))
|
||
{
|
||
counter++;
|
||
}
|
||
|
||
return $"{baseId}_{counter}";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Runtime Debug Helpers
|
||
|
||
private void UpdateRuntimeData()
|
||
{
|
||
if (!_isPlaying) return;
|
||
|
||
// Find PuzzleManager instance
|
||
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
|
||
|
||
if (puzzleManager == null)
|
||
{
|
||
_hasRuntimeData = false;
|
||
return;
|
||
}
|
||
|
||
// Get current level data
|
||
var levelData = puzzleManager.GetCurrentLevelData();
|
||
if (levelData == null)
|
||
{
|
||
_hasRuntimeData = false;
|
||
return;
|
||
}
|
||
|
||
_hasRuntimeData = true;
|
||
_runtimeLevelData = levelData;
|
||
|
||
// Update step states
|
||
foreach (var step in _runtimeLevelData.allSteps)
|
||
{
|
||
if (step != null)
|
||
{
|
||
_stepUnlockState[step.stepId] = puzzleManager.IsStepUnlocked(step);
|
||
_stepCompletedState[step.stepId] = puzzleManager.IsPuzzleStepCompleted(step.stepId);
|
||
}
|
||
}
|
||
}
|
||
|
||
private void ToggleStepUnlocked(PuzzleStepSO step)
|
||
{
|
||
if (!_isPlaying || step == null) return;
|
||
|
||
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
|
||
if (puzzleManager == null) return;
|
||
|
||
// Get current unlock state
|
||
bool isCurrentlyUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
|
||
|
||
// Call appropriate method using reflection since these might be private methods
|
||
System.Type managerType = puzzleManager.GetType();
|
||
|
||
if (isCurrentlyUnlocked)
|
||
{
|
||
// Find the LockStep method that takes a PuzzleStepSO parameter
|
||
System.Reflection.MethodInfo lockMethod = managerType.GetMethod("LockStep",
|
||
System.Reflection.BindingFlags.Instance |
|
||
System.Reflection.BindingFlags.Public |
|
||
System.Reflection.BindingFlags.NonPublic);
|
||
|
||
if (lockMethod != null)
|
||
{
|
||
lockMethod.Invoke(puzzleManager, new object[] { step });
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Find the UnlockStep method that takes a PuzzleStepSO parameter
|
||
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
|
||
System.Reflection.BindingFlags.Instance |
|
||
System.Reflection.BindingFlags.Public |
|
||
System.Reflection.BindingFlags.NonPublic);
|
||
|
||
if (unlockMethod != null)
|
||
{
|
||
unlockMethod.Invoke(puzzleManager, new object[] { step });
|
||
}
|
||
}
|
||
|
||
// Update state
|
||
UpdateRuntimeData();
|
||
}
|
||
|
||
private void CompleteStep(PuzzleStepSO step)
|
||
{
|
||
if (!_isPlaying || step == null) return;
|
||
|
||
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
|
||
if (puzzleManager == null) return;
|
||
|
||
// Complete the step
|
||
puzzleManager.MarkPuzzleStepCompleted(step);
|
||
|
||
// Update state
|
||
UpdateRuntimeData();
|
||
}
|
||
|
||
private void UnlockAllPuzzles()
|
||
{
|
||
if (!_isPlaying || _runtimeLevelData == null) return;
|
||
|
||
PuzzleManager puzzleManager = Object.FindFirstObjectByType<PuzzleManager>();
|
||
if (puzzleManager == null)
|
||
{
|
||
Debug.LogError("[Puzzle Editor] Cannot find PuzzleManager in scene");
|
||
return;
|
||
}
|
||
|
||
Debug.Log("[Puzzle Editor] Starting to unlock all puzzles...");
|
||
|
||
// Get all steps from the level data
|
||
List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>(_runtimeLevelData.allSteps);
|
||
|
||
// Track which steps we've processed
|
||
HashSet<string> processedSteps = new HashSet<string>();
|
||
bool madeProgress = true;
|
||
int maxIterations = 100; // Safety limit to prevent infinite loops
|
||
int iteration = 0;
|
||
|
||
// Keep iterating until no more steps can be unlocked/completed
|
||
while (madeProgress && iteration < maxIterations)
|
||
{
|
||
madeProgress = false;
|
||
iteration++;
|
||
|
||
foreach (var step in allSteps)
|
||
{
|
||
if (step == null || processedSteps.Contains(step.stepId))
|
||
continue;
|
||
|
||
// Check if already completed
|
||
if (puzzleManager.IsPuzzleStepCompleted(step.stepId))
|
||
{
|
||
processedSteps.Add(step.stepId);
|
||
continue;
|
||
}
|
||
|
||
// Check if step is unlocked or can be unlocked
|
||
bool isUnlocked = puzzleManager.IsStepUnlocked(step);
|
||
|
||
if (!isUnlocked)
|
||
{
|
||
// Try to unlock it if dependencies are met
|
||
// We need to check if all dependencies are completed
|
||
bool canUnlock = CanUnlockStep(step, puzzleManager);
|
||
|
||
if (canUnlock)
|
||
{
|
||
// Unlock the step using reflection
|
||
System.Type managerType = puzzleManager.GetType();
|
||
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
|
||
System.Reflection.BindingFlags.Instance |
|
||
System.Reflection.BindingFlags.Public |
|
||
System.Reflection.BindingFlags.NonPublic);
|
||
|
||
if (unlockMethod != null)
|
||
{
|
||
unlockMethod.Invoke(puzzleManager, new object[] { step });
|
||
Debug.Log($"[Puzzle Editor] Unlocked step: {step.stepId}");
|
||
isUnlocked = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// If unlocked, complete it
|
||
if (isUnlocked && !puzzleManager.IsPuzzleStepCompleted(step.stepId))
|
||
{
|
||
puzzleManager.MarkPuzzleStepCompleted(step);
|
||
Debug.Log($"[Puzzle Editor] Completed step: {step.stepId}");
|
||
processedSteps.Add(step.stepId);
|
||
madeProgress = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (iteration >= maxIterations)
|
||
{
|
||
Debug.LogWarning($"[Puzzle Editor] Reached maximum iterations ({maxIterations}). Some steps may not have been completed.");
|
||
}
|
||
|
||
Debug.Log($"[Puzzle Editor] Unlock all complete. Processed {processedSteps.Count} steps in {iteration} iterations.");
|
||
|
||
// Update runtime data to reflect all changes
|
||
UpdateRuntimeData();
|
||
}
|
||
|
||
/// <summary>
|
||
/// Checks if a step can be unlocked by verifying all its dependencies are completed
|
||
/// </summary>
|
||
private bool CanUnlockStep(PuzzleStepSO step, PuzzleManager puzzleManager)
|
||
{
|
||
if (step == null || _runtimeLevelData == null) return false;
|
||
|
||
// Initial steps can always be unlocked
|
||
if (_runtimeLevelData.IsInitialStep(step))
|
||
return true;
|
||
|
||
// Check if all dependencies are completed
|
||
if (_runtimeLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
|
||
{
|
||
foreach (var depId in dependencies)
|
||
{
|
||
if (!puzzleManager.IsPuzzleStepCompleted(depId))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|