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AppleHillsProduction/Assets/Editor/InteractionSystem/InteractableEditorWindow.cs
2025-11-11 15:55:38 +01:00

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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Interactions;
using System.Reflection;
using System;
namespace AppleHills.Editor.InteractionSystem
{
/// <summary>
/// Editor utility for managing and debugging interactable objects in the scene.
/// Provides scene object locator, inspector editing, and runtime debugging capabilities.
/// </summary>
public class InteractableEditorWindow : EditorWindow
{
// Tab management
private int _selectedTab = 0;
private readonly string[] _tabNames = { "Scene", "Debug" };
// Scene interactables tracking
private List<InteractableBase> _sceneInteractables = new List<InteractableBase>();
private InteractableBase _selectedInteractable;
private GameObject _selectedGameObject;
// UI state
private Vector2 _listScrollPosition;
private Vector2 _inspectorScrollPosition;
private Vector2 _debugScrollPosition;
private string _searchQuery = "";
// Runtime state
private bool _isPlaying = false;
// Editor for selected interactable
private UnityEditor.Editor _cachedEditor;
// Available interactable types for adding
private static readonly Type[] AvailableInteractableTypes = new Type[]
{
typeof(OneClickInteraction),
typeof(Pickup),
typeof(ItemSlot),
typeof(SaveableInteractable),
typeof(InteractableBase)
};
[MenuItem("AppleHills/Interactable Editor")]
public static void ShowWindow()
{
var window = GetWindow<InteractableEditorWindow>("Interactable Editor");
window.minSize = new Vector2(900, 600);
window.Show();
}
private void OnEnable()
{
RefreshSceneInteractables();
// Register for scene and selection changes
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
Selection.selectionChanged += OnSelectionChanged;
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
EditorApplication.hierarchyChanged += OnHierarchyChanged;
}
private void OnDisable()
{
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
Selection.selectionChanged -= OnSelectionChanged;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
// Clean up cached editor
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
}
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
{
RefreshSceneInteractables();
}
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
{
RefreshSceneInteractables();
}
private void OnHierarchyChanged()
{
RefreshSceneInteractables();
}
private void OnSelectionChanged()
{
// Check if selected object has changed
if (Selection.activeGameObject != null && Selection.activeGameObject != _selectedGameObject)
{
var interactable = Selection.activeGameObject.GetComponent<InteractableBase>();
if (interactable != null)
{
// GameObject has an interactable - select it
SelectInteractable(interactable);
}
else
{
// GameObject doesn't have an interactable - track it for add menu
_selectedGameObject = Selection.activeGameObject;
_selectedInteractable = null;
// Clear cached editor
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
}
Repaint();
}
else if (Selection.activeGameObject == null)
{
// Nothing selected - clear selection
_selectedGameObject = null;
_selectedInteractable = null;
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
Repaint();
}
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
_isPlaying = EditorApplication.isPlaying;
if (_isPlaying)
{
RefreshSceneInteractables();
}
Repaint();
}
private void OnGUI()
{
DrawHeader();
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
EditorGUILayout.Space();
switch (_selectedTab)
{
case 0: // Scene tab
DrawSceneTab();
break;
case 1: // Debug tab
DrawDebugTab();
break;
}
}
#region Header UI
private void DrawHeader()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
{
RefreshSceneInteractables();
}
GUILayout.FlexibleSpace();
// Tab-specific toolbar options
if (_selectedTab == 0) // Scene tab
{
EditorGUILayout.LabelField($"Found: {_sceneInteractables.Count} interactables", EditorStyles.toolbarButton, GUILayout.Width(150));
}
else if (_selectedTab == 1) // Debug tab
{
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
}
EditorGUILayout.EndHorizontal();
}
#endregion
#region Scene Tab
private void DrawSceneTab()
{
EditorGUILayout.BeginHorizontal();
// Left panel - interactable list
EditorGUILayout.BeginVertical(GUILayout.Width(300));
DrawInteractableListPanel();
EditorGUILayout.EndVertical();
// Separator
EditorGUILayout.Space(5);
// Right panel - inspector/editor
EditorGUILayout.BeginVertical();
DrawInspectorPanel();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
}
private void DrawInteractableListPanel()
{
// Search field
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
{
_searchQuery = "";
GUI.FocusControl(null);
}
EditorGUILayout.EndHorizontal();
_listScrollPosition = EditorGUILayout.BeginScrollView(_listScrollPosition);
// Filter interactables by search query
var filteredInteractables = string.IsNullOrEmpty(_searchQuery)
? _sceneInteractables
: _sceneInteractables.Where(i => i != null && i.gameObject.name.ToLower().Contains(_searchQuery.ToLower())).ToList();
if (filteredInteractables.Count == 0)
{
EditorGUILayout.HelpBox("No interactables found in scene", MessageType.Info);
}
else
{
foreach (var interactable in filteredInteractables)
{
if (interactable == null) continue;
if (DrawInteractableListItem(interactable))
{
SelectInteractable(interactable);
}
}
}
EditorGUILayout.EndScrollView();
}
private bool DrawInteractableListItem(InteractableBase interactable)
{
bool isSelected = interactable == _selectedInteractable;
Color originalColor = GUI.backgroundColor;
if (isSelected)
GUI.backgroundColor = new Color(0.3f, 0.5f, 0.8f);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUI.backgroundColor = originalColor;
EditorGUILayout.BeginHorizontal();
// Interactable info
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
EditorGUILayout.LabelField(interactable.GetType().Name, EditorStyles.miniLabel);
// Show additional info for specific types
if (interactable is Pickup pickup && pickup.itemData != null)
{
EditorGUILayout.LabelField($"Item: {pickup.itemData.itemName}", EditorStyles.miniLabel);
}
else if (interactable is ItemSlot slot && slot.itemData != null)
{
EditorGUILayout.LabelField($"Slot: {slot.itemData.itemName}", EditorStyles.miniLabel);
}
EditorGUILayout.EndVertical();
GUILayout.FlexibleSpace();
// Ping button
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(interactable.gameObject);
Selection.activeGameObject = interactable.gameObject;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
Rect itemRect = GUILayoutUtility.GetLastRect();
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
&& itemRect.Contains(Event.current.mousePosition);
if (wasClicked)
{
Event.current.Use();
}
return wasClicked;
}
private void DrawInspectorPanel()
{
_inspectorScrollPosition = EditorGUILayout.BeginScrollView(_inspectorScrollPosition);
if (_selectedInteractable == null && _selectedGameObject == null)
{
EditorGUILayout.HelpBox("Select an interactable from the list or in the scene hierarchy", MessageType.Info);
}
else if (_selectedGameObject != null && _selectedInteractable == null)
{
// Selected object doesn't have an interactable - show add menu
DrawAddInteractableMenu();
}
else if (_selectedInteractable != null)
{
// Draw custom inspector for the selected interactable
DrawInteractableInspector();
}
EditorGUILayout.EndScrollView();
}
private void DrawAddInteractableMenu()
{
EditorGUILayout.HelpBox($"GameObject '{_selectedGameObject.name}' doesn't have an Interactable component", MessageType.Info);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Add Interactable Component:", EditorStyles.boldLabel);
foreach (var interactableType in AvailableInteractableTypes)
{
if (GUILayout.Button($"Add {interactableType.Name}", GUILayout.Height(30)))
{
Undo.RecordObject(_selectedGameObject, $"Add {interactableType.Name}");
var component = _selectedGameObject.AddComponent(interactableType) as InteractableBase;
EditorUtility.SetDirty(_selectedGameObject);
SelectInteractable(component);
RefreshSceneInteractables();
}
}
}
private void DrawInteractableInspector()
{
// Header
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
EditorGUILayout.LabelField(_selectedInteractable.gameObject.name, EditorStyles.boldLabel);
GUILayout.FlexibleSpace();
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(_selectedInteractable.gameObject);
Selection.activeGameObject = _selectedInteractable.gameObject;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Draw default inspector using Editor
if (_cachedEditor == null || _cachedEditor.target != _selectedInteractable)
{
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
}
_cachedEditor = UnityEditor.Editor.CreateEditor(_selectedInteractable);
}
if (_cachedEditor != null)
{
EditorGUI.BeginChangeCheck();
_cachedEditor.OnInspectorGUI();
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(_selectedInteractable);
}
}
EditorGUILayout.Space();
// Additional info section
DrawAdditionalInfo();
}
private void DrawAdditionalInfo()
{
EditorGUILayout.LabelField("Additional Information", EditorStyles.boldLabel);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Show component information
EditorGUILayout.LabelField("Type:", _selectedInteractable.GetType().Name);
// Show attached actions
var actions = _selectedInteractable.GetComponents<InteractionActionBase>();
if (actions.Length > 0)
{
EditorGUILayout.LabelField($"Actions: {actions.Length}");
EditorGUI.indentLevel++;
foreach (var action in actions)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(action.GetType().Name, EditorStyles.miniLabel);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(action);
}
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel--;
}
// Show specific type info
if (_selectedInteractable is Pickup pickup)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Pickup Info:", EditorStyles.boldLabel);
if (pickup.itemData != null)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Item Data:", GUILayout.Width(100));
EditorGUILayout.ObjectField(pickup.itemData, typeof(PickupItemData), false);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(pickup.itemData);
}
EditorGUILayout.EndHorizontal();
}
}
else if (_selectedInteractable is ItemSlot slot)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Slot Info:", EditorStyles.boldLabel);
if (slot.itemData != null)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Slot Data:", GUILayout.Width(100));
EditorGUILayout.ObjectField(slot.itemData, typeof(PickupItemData), false);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(slot.itemData);
}
EditorGUILayout.EndHorizontal();
}
if (_isPlaying)
{
var slottedObject = slot.GetSlottedObject();
if (slottedObject != null)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Slotted Object:", GUILayout.Width(100));
EditorGUILayout.ObjectField(slottedObject, typeof(GameObject), true);
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(slottedObject);
}
EditorGUILayout.EndHorizontal();
}
}
}
EditorGUILayout.EndVertical();
}
#endregion
#region Debug Tab
private void DrawDebugTab()
{
if (!_isPlaying)
{
EditorGUILayout.HelpBox("Enter Play Mode to debug interactables at runtime", MessageType.Info);
return;
}
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
EditorGUILayout.LabelField("Scene Interactables", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Test interactions and trigger individual events", MessageType.Info);
EditorGUILayout.Space();
foreach (var interactable in _sceneInteractables)
{
if (interactable == null) continue;
DrawDebugInteractableItem(interactable);
}
EditorGUILayout.EndScrollView();
}
private void DrawDebugInteractableItem(InteractableBase interactable)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Header
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(interactable.gameObject.name, EditorStyles.boldLabel);
EditorGUILayout.LabelField($"({interactable.GetType().Name})", EditorStyles.miniLabel);
GUILayout.FlexibleSpace();
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
EditorGUIUtility.PingObject(interactable.gameObject);
Selection.activeGameObject = interactable.gameObject;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Interaction buttons
EditorGUILayout.LabelField("Trigger Interaction:", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Full Interaction", GUILayout.Height(25)))
{
TriggerFullInteraction(interactable);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Event buttons
EditorGUILayout.LabelField("Trigger Individual Events:", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Started"))
{
TriggerEvent(interactable, "OnInteractionStarted");
TriggerUnityEvent(interactable, "interactionStarted");
}
if (GUILayout.Button("Arrived"))
{
TriggerEvent(interactable, "OnInteractingCharacterArrived");
TriggerUnityEvent(interactable, "characterArrived");
}
if (GUILayout.Button("Do Interaction"))
{
TriggerEvent(interactable, "DoInteraction");
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Complete (Success)"))
{
TriggerEventWithParam(interactable, "OnInteractionFinished", true);
TriggerUnityEventWithParam(interactable, "interactionComplete", true);
}
if (GUILayout.Button("Complete (Fail)"))
{
TriggerEventWithParam(interactable, "OnInteractionFinished", false);
TriggerUnityEventWithParam(interactable, "interactionComplete", false);
}
if (GUILayout.Button("Interrupted"))
{
TriggerUnityEvent(interactable, "interactionInterrupted");
}
EditorGUILayout.EndHorizontal();
// Show registered actions
var actions = interactable.GetComponents<InteractionActionBase>();
if (actions.Length > 0)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField($"Registered Actions ({actions.Length}):", EditorStyles.boldLabel);
foreach (var action in actions)
{
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
EditorGUILayout.LabelField(action.GetType().Name);
if (action.respondToEvents != null && action.respondToEvents.Count > 0)
{
string events = string.Join(", ", action.respondToEvents);
EditorGUILayout.LabelField($"Events: {events}", EditorStyles.miniLabel);
}
EditorGUILayout.EndHorizontal();
}
}
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
}
#endregion
#region Data Management
private void RefreshSceneInteractables()
{
_sceneInteractables.Clear();
// Find all interactables in the scene
var allInteractables = FindObjectsByType<InteractableBase>(FindObjectsSortMode.None);
_sceneInteractables.AddRange(allInteractables);
// Sort by name for easier browsing
_sceneInteractables.Sort((a, b) =>
{
if (a == null || b == null) return 0;
return string.Compare(a.gameObject.name, b.gameObject.name, StringComparison.Ordinal);
});
}
private void SelectInteractable(InteractableBase interactable)
{
_selectedInteractable = interactable;
_selectedGameObject = interactable?.gameObject;
// Clear cached editor to force recreation
if (_cachedEditor != null)
{
DestroyImmediate(_cachedEditor);
_cachedEditor = null;
}
}
#endregion
#region Debug Helpers
private void TriggerFullInteraction(InteractableBase interactable)
{
if (!_isPlaying || interactable == null) return;
// Simulate a tap on the interactable
Vector3 worldPos = interactable.transform.position;
interactable.OnTap(new Vector2(worldPos.x, worldPos.y));
Debug.Log($"[Interactable Editor] Triggered full interaction on {interactable.gameObject.name}");
}
private void TriggerEvent(InteractableBase interactable, string methodName)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (method != null)
{
try
{
method.Invoke(interactable, null);
Debug.Log($"[Interactable Editor] Invoked {methodName} on {interactable.gameObject.name}");
}
catch (Exception e)
{
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
}
}
else
{
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
}
}
private void TriggerEventWithParam(InteractableBase interactable, string methodName, object param)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
MethodInfo method = type.GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (method != null)
{
try
{
method.Invoke(interactable, new object[] { param });
Debug.Log($"[Interactable Editor] Invoked {methodName}({param}) on {interactable.gameObject.name}");
}
catch (Exception e)
{
Debug.LogError($"[Interactable Editor] Error invoking {methodName}: {e.Message}");
}
}
else
{
Debug.LogWarning($"[Interactable Editor] Method {methodName} not found on {type.Name}");
}
}
private void TriggerUnityEvent(InteractableBase interactable, string fieldName)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEventBase unityEvent)
{
// Use reflection to invoke the protected Invoke method
MethodInfo invokeMethod = unityEvent.GetType().GetMethod("Invoke", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (invokeMethod != null)
{
invokeMethod.Invoke(unityEvent, null);
Debug.Log($"[Interactable Editor] Invoked UnityEvent {fieldName} on {interactable.gameObject.name}");
}
}
}
private void TriggerUnityEventWithParam(InteractableBase interactable, string fieldName, bool param)
{
if (!_isPlaying || interactable == null) return;
Type type = interactable.GetType();
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (field != null && field.GetValue(interactable) is UnityEngine.Events.UnityEvent<bool> unityEvent)
{
unityEvent.Invoke(param);
Debug.Log($"[Interactable Editor] Invoked UnityEvent<bool> {fieldName}({param}) on {interactable.gameObject.name}");
}
}
#endregion
}
}