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