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using UnityEngine ;
using UnityEditor ;
using UnityEditorInternal ;
using Syntriax.Modules.Movement.Config ;
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using System ;
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using Syntriax.Modules.Factory ;
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namespace Syntriax.Modules.Movement.Editor
{
public class DefinitionCreatorEditor : EditorWindow
{
ReorderableList list ;
public MovementDefinition movementDefinition = new MovementDefinition ( ) ;
private SerializedObject serializedObject ;
[MenuItem("Syntriax/Modules/Movement/Definition Creator")]
private static void ShowWindow ( )
{
var window = GetWindow < DefinitionCreatorEditor > ( ) ;
window . titleContent = new GUIContent ( "Definition Creator" ) ;
window . Reset ( ) ;
window . Show ( ) ;
}
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private void Reset ( ) = > LoadPresetQuick ( ) ;
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private void OnEnable ( ) = > UpdateSerializedObject ( ) ;
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private void OnGUI ( )
{
GUILayout . Space ( 10 ) ;
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GUILayout . BeginHorizontal ( ) ;
bool quickPresetButtonPressed = GUILayout . Button ( "Quick Preset" ) ;
GUILayout . Space ( 10 ) ;
bool longerPresetButtonPressed = GUILayout . Button ( "Longer Preset" ) ;
GUILayout . EndHorizontal ( ) ;
GUILayout . Space ( 10 ) ;
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SerializedProperty movementDefinitionProperty = serializedObject . FindProperty ( "movementDefinition" ) ;
SerializedProperty movementName = movementDefinitionProperty . FindPropertyRelative ( "Name" ) ;
SerializedProperty movementMovementConfigs = movementDefinitionProperty . FindPropertyRelative ( "MovementConfigs" ) ;
SerializedProperty movementMonoBehaviours = movementDefinitionProperty . FindPropertyRelative ( "MonoBehaviours" ) ;
// EditorGUILayout.PropertyField(movementDefinitionProperty, new GUIContent("New Movement Definition"), true);
EditorGUILayout . PropertyField ( movementName ) ;
EditorGUILayout . PropertyField ( movementMovementConfigs , true ) ;
EditorGUILayout . PropertyField ( movementMonoBehaviours ) ;
serializedObject . ApplyModifiedProperties ( ) ;
GUILayout . Space ( 10 ) ;
bool createButtonPressed = GUILayout . Button ( "Create" ) ;
GUILayout . Label ( $"Will be saved to Assets/Resources/{MovementDefinitionFactory.ResourceDirectoryToDefinitions}{movementName.stringValue}.json" ) ;
GUILayout . Space ( 10 ) ;
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GUILayout . Label ( "Tip: MovementConfigs->TypeName and MonoBehaviours use the type.FullName value" ) ;
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GUILayout . Label ( "If under a namespace: \"Namespace.ClassName\"" ) ;
GUILayout . Label ( "If not under a namespace: \"ClassName\"" ) ;
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GUILayout . Space ( 5 ) ;
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GUILayout . Label ( $"Tip: Apply these to your GameObjects by using {nameof(MovementDefinitionFactory)} or the {nameof(MovementDefinitionApplier)} component" ) ;
GUILayout . Label ( $"{nameof(FactorySingleton<MovementDefinitionFactory>)}<{nameof(MovementDefinitionFactory)}>.Instance.ApplyDefinitionToGameObject(\" { movementName . stringValue } \ ");" ) ;
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if ( quickPresetButtonPressed ) LoadPresetQuick ( ) ;
if ( longerPresetButtonPressed ) LoadPresetLonger ( ) ;
if ( createButtonPressed ) CreateDefinition ( movementName . stringValue ) ;
}
private void LoadPresetQuick ( )
{
movementDefinition . Name = "Example Movement Definition (Quick)" ;
movementDefinition . MovementConfigs = new MovementConfig [ ]
{
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new MovementConfig ( typeof ( Samples . GroundMovement1D ) . FullName , 5f )
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} ;
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movementDefinition . MonoBehaviours = new string [ ]
{
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typeof ( MovementController ) . FullName
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} ;
UpdateSerializedObject ( ) ;
}
private void LoadPresetLonger ( )
{
movementDefinition . Name = "Example Movement Definition (Longer)" ;
movementDefinition . MovementConfigs = new MovementConfig [ ]
{
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new MovementConfig ( typeof ( Samples . AirMovement1D ) . FullName , 5f ) ,
new MovementConfig ( typeof ( Samples . GroundMovement1D ) . FullName , 5f )
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} ;
movementDefinition . MonoBehaviours = new string [ ]
{
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typeof ( MovementController ) . FullName ,
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typeof ( State . StateEnableMonoBehaviour ) . FullName
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} ;
UpdateSerializedObject ( ) ;
}
private void UpdateSerializedObject ( )
= > serializedObject = new SerializedObject ( this ) ;
private void CreateDefinition ( string definitionName )
{
if ( string . IsNullOrWhiteSpace ( definitionName ) )
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{
EditorUtility . DisplayDialog ( "Empty Name Field" , "Name field must be not empty" , "OK" ) ;
return ;
}
string resourceDirectoryToDefinitions = MovementDefinitionFactory . ResourceDirectoryToDefinitions ;
string [ ] folders = resourceDirectoryToDefinitions . Split ( '/' ) ;
string currentPath = "Assets/Resources" ;
CreateSubFolder ( "Assets" , "Resources" ) ;
foreach ( string folder in folders )
{
CreateSubFolder ( currentPath , folder ) ;
currentPath + = $"/{folder}" ;
}
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currentPath + = $"/{definitionName}.json" ;
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SaveMovementDefinition ( movementDefinition ) ;
}
private void CreateSubFolder ( string parentFolder , string subFolder )
{
if ( ! AssetDatabase . IsValidFolder ( $"{parentFolder}/{subFolder}" ) )
AssetDatabase . CreateFolder ( parentFolder , subFolder ) ;
}
public void SaveMovementDefinition ( MovementDefinition definition )
{
string jsonText = JsonUtility . ToJson ( definition , true ) ;
string path = $"Assets/Resources/{MovementDefinitionFactory.ResourceDirectoryToDefinitions}{definition.Name}.json" ;
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if ( System . IO . File . Exists ( $"{Application.dataPath}/Resources/{MovementDefinitionFactory.ResourceDirectoryToDefinitions}{definition.Name}.json" ) )
if ( ! EditorUtility . DisplayDialog ( "Conflict" , $"\" { path } \ " already exists, do you want to overwrite?" , "Overwrite" , "Cancel" ) )
return ;
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System . IO . File . WriteAllText ( path , jsonText ) ;
AssetDatabase . Refresh ( ) ;
}
}
}