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AppleHillsProduction/Assets/Editor/CustomEditorsAndDrawers/InteractableEditor.cs
2025-11-01 20:52:31 +01:00

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using UnityEngine;
using UnityEditor;
namespace Interactions
{
[CustomEditor(typeof(InteractableBase), true)]
public class InteractableEditor : UnityEditor.Editor
{
SerializedProperty isOneTimeProp;
SerializedProperty cooldownProp;
SerializedProperty characterToInteractProp;
SerializedProperty interactionStartedProp;
SerializedProperty interactionInterruptedProp;
SerializedProperty characterArrivedProp;
SerializedProperty interactionCompleteProp;
private void OnEnable()
{
isOneTimeProp = serializedObject.FindProperty("isOneTime");
cooldownProp = serializedObject.FindProperty("cooldown");
characterToInteractProp = serializedObject.FindProperty("characterToInteract");
interactionStartedProp = serializedObject.FindProperty("interactionStarted");
interactionInterruptedProp = serializedObject.FindProperty("interactionInterrupted");
characterArrivedProp = serializedObject.FindProperty("characterArrived");
interactionCompleteProp = serializedObject.FindProperty("interactionComplete");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.LabelField("Interaction Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(isOneTimeProp);
EditorGUILayout.PropertyField(cooldownProp);
EditorGUILayout.PropertyField(characterToInteractProp);
// Add the buttons for creating move targets
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Character Move Targets", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Add Trafalgar Target"))
{
CreateMoveTarget(CharacterToInteract.Trafalgar);
}
if (GUILayout.Button("Add Pulver Target"))
{
CreateMoveTarget(CharacterToInteract.Pulver);
}
EditorGUILayout.EndHorizontal();
// Add a button for creating a "Both" target
if (GUILayout.Button("Add Both Characters Target"))
{
CreateMoveTarget(CharacterToInteract.Both);
}
// Display character target counts
InteractableBase interactable = (InteractableBase)target;
CharacterMoveToTarget[] moveTargets = interactable.GetComponentsInChildren<CharacterMoveToTarget>();
int trafalgarTargets = 0;
int pulverTargets = 0;
int bothTargets = 0;
foreach (var target in moveTargets)
{
if (target.characterType == CharacterToInteract.Trafalgar)
trafalgarTargets++;
else if (target.characterType == CharacterToInteract.Pulver)
pulverTargets++;
else if (target.characterType == CharacterToInteract.Both)
bothTargets++;
}
EditorGUILayout.LabelField($"Trafalgar Targets: {trafalgarTargets}, Pulver Targets: {pulverTargets}, Both Targets: {bothTargets}");
if (trafalgarTargets > 1 || pulverTargets > 1 || bothTargets > 1 ||
(bothTargets > 0 && (trafalgarTargets > 0 || pulverTargets > 0)))
{
EditorGUILayout.HelpBox("Warning: Multiple move targets found that may conflict. Priority order: Both > Character-specific targets.", MessageType.Warning);
}
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Interaction Events", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(interactionStartedProp);
EditorGUILayout.PropertyField(interactionInterruptedProp);
EditorGUILayout.PropertyField(characterArrivedProp);
EditorGUILayout.PropertyField(interactionCompleteProp);
serializedObject.ApplyModifiedProperties();
}
private void CreateMoveTarget(CharacterToInteract characterType)
{
InteractableBase interactable = (InteractableBase)target;
// Create a new GameObject
GameObject targetObj = new GameObject($"{characterType}MoveTarget");
// Set parent
targetObj.transform.SetParent(interactable.transform);
targetObj.transform.localPosition = Vector3.zero; // Start at the same position as the interactable
// Add CharacterMoveToTarget component
CharacterMoveToTarget moveTarget = targetObj.AddComponent<CharacterMoveToTarget>();
moveTarget.characterType = characterType;
// Position it based on character type (offset for better visibility)
switch (characterType)
{
case CharacterToInteract.Trafalgar:
moveTarget.positionOffset = new Vector3(1.0f, 0, 0);
break;
case CharacterToInteract.Pulver:
moveTarget.positionOffset = new Vector3(0, 0, 1.0f);
break;
case CharacterToInteract.Both:
moveTarget.positionOffset = new Vector3(0.7f, 0, 0.7f);
break;
}
// Select the newly created object
Selection.activeGameObject = targetObj;
Undo.RegisterCreatedObjectUndo(targetObj, $"Create {characterType} Move Target");
}
}
}