317 lines
9.5 KiB
C#
317 lines
9.5 KiB
C#
using System;
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using System.Linq;
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using game;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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public class CheatsWindow : EditorWindow
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{
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private bool FreezeLevel
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{
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get
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{
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return _freezeLevel;
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}
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set
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{
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_freezeLevel = value;
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G.DebugFreezeLevel = value;
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}
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}
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private static CheatsWindow _instance = null;
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private static Configs _configs = null;
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private static GameData _save = null;
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private static DataGame _original = null;
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private static DataGame _custom = null;
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private static bool _safeModeForSequence = false;
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private bool _freezeLevel;
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public static bool IsVisible => _instance != null;
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public static void Open()
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{
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_instance = (CheatsWindow)GetWindow(typeof(CheatsWindow));
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_instance.titleContent.text = "Cheats";
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_instance.Show();
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}
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private void OnEnable()
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{
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if (_instance == null)
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_instance = this;
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Load();
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G.DebugFreezeLevel = _freezeLevel;
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}
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public static new void Close()
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{
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((EditorWindow) _instance).Close();
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_instance = null;
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}
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private static void Load()
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{
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_save = new GameData(Settings.VERSION);
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_save.UnregisterPersistentStructures();
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_save.TryLoadOrCreateNew();
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_original = _save.DevGetState();
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_custom = (DataGame)_original.clone();
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LoadConfigs();
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LoadGameSettings();
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}
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private static void LoadConfigs()
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{
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var asset = Resources.Load<TextAsset>("ext_config/configs/packed_bundle");
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(_configs = new Configs()).Load(new System.IO.MemoryStream(asset.bytes));
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}
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private static void LoadGameSettings()
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{
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var levels = _configs.Get<ConfGameLevels>("@game_levels");
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var buffs = _configs.Get<ConfGameBuffs>("@game_buffs");
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GameSettings.Load(levels, buffs);
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}
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private void OnGUI()
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{
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Render();
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}
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private void Render()
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{
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EditorGUILayout.BeginHorizontal();
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TabOfCurrentData();
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TabOfSettings();
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EditorGUILayout.EndHorizontal();
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Sequence();
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Buttons();
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TabOfHotkeys();
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}
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private static void TabOfCurrentData()
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{
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EditorGUILayout.BeginVertical(GUI.skin.box);
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Title("Original");
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GUILayout.Label($"Completed: {_original.progress.completed}");
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int coinsItem = _original.inventory.purchased.FindIndex(i => i.protoId == EnumConsumable.COIN.GetItemID());
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uint coinsAmount = _original.inventory.purchased.HasIndex(coinsItem)
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? _original.inventory.purchased[coinsItem].amount
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: 0;
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GUILayout.Label($"Coins: {coinsAmount}");
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EditorGUILayout.EndVertical();
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}
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private static void Title(string text)
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{
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GUILayout.Label(text, new GUIStyle(EditorStyles.label)
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{
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alignment = TextAnchor.MiddleCenter,
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margin = new RectOffset(0, 0, 12, 6),
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fontSize = 16
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});
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}
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private void TabOfSettings()
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{
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EditorGUILayout.BeginVertical(GUI.skin.box);
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Title("Custom");
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EditorGUILayout.BeginHorizontal();
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CompletedInput();
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("Coins:", GUILayout.ExpandWidth(false));
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int coinsItemIndex = _custom.inventory.purchased.FindIndex(c =>
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c.protoId == EnumConsumable.COIN.GetItemID());
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if (_custom.inventory.purchased.HasIndex(coinsItemIndex) == false)
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{
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_custom.inventory.purchased.Add(new DataItem
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{ amount = 0, protoId = EnumConsumable.COIN.GetItemID()});
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coinsItemIndex = _custom.inventory.purchased.FindIndex(c =>
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c.protoId == EnumConsumable.COIN.GetItemID());
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}
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DataItem coinsItem = _custom.inventory.purchased[coinsItemIndex];
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coinsItem.amount = (uint)EditorGUILayout.IntField((int)coinsItem.amount);
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_custom.inventory.purchased[coinsItemIndex] = coinsItem;
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label($"Safe Mode:", GUILayout.ExpandWidth(false));
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_safeModeForSequence = GUILayout.Toggle(_safeModeForSequence, "");
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GUILayout.Label($"Freeze level:", GUILayout.ExpandWidth(false));
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FreezeLevel = GUILayout.Toggle(FreezeLevel, "");
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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}
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private static void CompletedInput()
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{
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GUILayout.Label("Completed: ", GUILayout.ExpandWidth(false));
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var completedInput = (uint)EditorGUILayout.IntField((int)_custom.progress.completed);
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if (completedInput == _custom.progress.completed)
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return;
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if (_safeModeForSequence)
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{
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_custom.progress.completed =
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(uint)Mathf.Min(completedInput, _custom.progress.sequence.Count - 1);
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GUI.FocusControl(null);
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}
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else
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{
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_custom.progress.completed = completedInput;
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}
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var defaultSequenceLenght = GameSettings.Levels.DefaultSequence.Count + GameSettings.Levels.TutorialLenght;
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var sequenceMustBeDefault = completedInput < defaultSequenceLenght;
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if (sequenceMustBeDefault)
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{
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_custom.progress.sequence = SequenceBuilder.BuildDefaultWithTutorial();
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_custom.progress.position = completedInput;
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}
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else
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{
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var outOfSequence = completedInput > _custom.progress.sequence.Count;
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if (outOfSequence)
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{
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_custom.progress.position = 0;
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_custom.progress.sequence = SequenceBuilder.BuildByPattern(GameSettings.Levels.GetRandomPattern());
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}
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else
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{
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_custom.progress.position = completedInput;
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}
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}
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}
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private void Sequence()
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{
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EditorGUILayout.BeginVertical(GUI.skin.box);
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Title("Sequence");
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EditorGUILayout.BeginHorizontal();
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if (_custom.progress.sequence.IsEmpty())
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_custom.progress.sequence = SequenceBuilder.BuildDefaultWithTutorial();
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var sequence = _custom.progress.sequence;
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var buttonsStyle = GetLevelButtonStyle();
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var bonusLevels = GameSettings.Levels.GetIDsBy(l => l.Type == EnumLevelType.TUTORIAL);
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var bossLevels = GameSettings.Levels.GetIDsBy(l => l.Type == EnumLevelType.BOSS);
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const int itemsPerLine = 10;
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for (int i = 0; i < sequence.Count; i++)
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{
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if (_custom.progress.position == i)
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{
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buttonsStyle.normal.background = CreateTexture(Color.red);
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}
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else
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{
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if (bonusLevels.Contains(sequence[i]))
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buttonsStyle.normal.background = CreateTexture(new Color(0, 0.2f, 0));
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else if (bossLevels.Contains(sequence[i]))
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buttonsStyle.normal.background = CreateTexture(new Color(0.2f, 0.2f, 0));
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else
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buttonsStyle.normal.background = CreateTexture(Color.black);
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}
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if (GUILayout.Button($"{sequence[i]}", buttonsStyle))
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{
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_custom.progress.position = (uint) i;
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_custom.progress.completed = (uint) Mathf.Max(0, i - _original.progress.completed);
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}
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if ((i + 1) % itemsPerLine == 0)
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{
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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}
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private static GUIStyle GetLevelButtonStyle()
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{
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var button = new GUIStyle(EditorStyles.label)
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{
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alignment = TextAnchor.MiddleCenter,
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margin = new RectOffset(0, 0, 12, 6),
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fontSize = 12,
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normal = {textColor = Color.white}
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};
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return button;
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}
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private static Texture2D CreateTexture(Color color)
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{
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var texture = new Texture2D(1, 1);
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texture.SetPixel(1, 1, color);
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texture.Apply();
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return texture;
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}
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private static void Buttons()
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{
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Open"))
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OpenPrefab();
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if (GUILayout.Button("Save"))
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Save();
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if (GUILayout.Button("Reset"))
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{
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GameData.ClearAll();
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Load();
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}
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EditorGUILayout.EndHorizontal();
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}
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private static void OpenPrefab()
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{
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string levelName = LevelSettings.GetPrefabPath(_custom.progress.sequence[(int)_custom.progress.completed]);
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AssetDatabase.OpenAsset(AssetDatabase.LoadAssetAtPath<Object>($"Assets/Resources/{levelName}.prefab"));
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}
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private static void Save()
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{
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Error.Assert(EditorApplication.isPlaying == false, "Removed state files might be rewritten by running game");
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PersistError error = _save.DevWriteToFile(GameData.DefaultDataFile, _custom);
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Log.Debug($"CheatsWindow.Save: {error.Code}");
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_save.TryLoadOrCreateNew();
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_original = _save.DevGetState();
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_custom = (DataGame)_original.clone();
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}
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private static void TabOfHotkeys()
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.HelpBox(
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"Toggle UI visibility: (SPACE)\n" +
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"", MessageType.Info);
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EditorGUILayout.EndHorizontal();
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}
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}
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