223 lines
12 KiB
C#
223 lines
12 KiB
C#
using UnityEngine;
|
|
using UnityEditor;
|
|
|
|
// Sci-Fi Ship Controller. Copyright (c) 2018-2020 SCSM Pty Ltd. All rights reserved.
|
|
namespace SciFiShipController
|
|
{
|
|
[CustomEditor(typeof(BeamModule))]
|
|
public class BeamModuleEditor : Editor
|
|
{
|
|
#region Custom Editor private variables
|
|
|
|
private BeamModule beamModule;
|
|
|
|
// Formatting and style variables
|
|
//private string txtColourName = "Black";
|
|
//private Color defaultTextColour = Color.black;
|
|
private string labelText;
|
|
private GUIStyle labelFieldRichText;
|
|
private GUIStyle helpBoxRichText;
|
|
private GUIStyle buttonCompact;
|
|
private float defaultEditorLabelWidth = 0f;
|
|
private float defaultEditorFieldWidth = 0f;
|
|
private bool isDebuggingEnabled = false;
|
|
#endregion
|
|
|
|
#region Static Strings
|
|
private readonly static string effectsDespawnWarning = "The Despawn Time of the Effects Object is less than the Max Burst Duration.";
|
|
#endregion
|
|
|
|
#region GUIContent
|
|
private readonly static GUIContent headerContent = new GUIContent("<b>Beam Module</b>\n\nThis module enables you to implement beam, ray or laser-type behaviour on the object it is attached to.");
|
|
|
|
private readonly static GUIContent damageTypeContent = new GUIContent("Damage Type", "The type of damage the beam does when hitting a ship. " +
|
|
"The amount of damage dealt to a ship upon collision is dependent on the ship's resistance to this damage type. If the " +
|
|
"damage type is set to Default, the ship's damage multipliers are ignored i.e. the damage amount is unchanged.");
|
|
private readonly static GUIContent damageRateContent = new GUIContent("Damage Rate", "The amount of damage this beam does, per second, to the ship or object it hits. NOTE: Non-ship objects need a DamageReceiver component.");
|
|
|
|
private readonly static GUIContent speedContent = new GUIContent("Speed", "The speed the beam travels in metres per second");
|
|
private readonly static GUIContent usePoolingContent = new GUIContent("Use Pooling", "Use the Pooling system to manage create, re-use, and destroy beams.");
|
|
private readonly static GUIContent minPoolSizeContent = new GUIContent("Min Pool Size", "When using the Pooling system, this is the number of beam objects kept in reserve for spawning and despawning.");
|
|
private readonly static GUIContent maxPoolSizeContent = new GUIContent("Max Pool Size", "When using the Pooling system, this is the maximum number of beams permitted in the scene at any one time.");
|
|
private readonly static GUIContent beamStartWidthContent = new GUIContent("Beam Width", "The (visual) width of the beam in metres");
|
|
private readonly static GUIContent minBurstDurationContent = new GUIContent("Min Burst Duration", "The minimum amount of time, in seconds, the beam must be active");
|
|
private readonly static GUIContent maxBurstDurationContent = new GUIContent("Max Burst Duration", "The maximum amount of time, in seconds, the beam can be active in a single burst");
|
|
private readonly static GUIContent dischargeDurationContent = new GUIContent("Discharge Duration", "The time (in seconds) it takes a single beam to discharge the beam weapon from full charge");
|
|
|
|
private readonly static GUIContent effectsObjectContent = new GUIContent("Effects Object", "The particle and/or sound effect prefab that will be instantiated when the beam hits something. This does not fire when the beam is automatically despawned. For beams, this would typically be a looping effect.");
|
|
private readonly static GUIContent muzzleFXObjectContent = new GUIContent("Muzzle FX Object", "The particle and/or sound effect prefab that will be instantiated when the beam is fired from a weapon.");
|
|
private readonly static GUIContent muzzleFXOffsetContent = new GUIContent("Muzzle FX Offset", "The distance in local space that the muzzle Effects Object should be instantiated from the weapon firing point. Typically only the z-axis will be used.");
|
|
private readonly static GUIContent gotoEffectFolderBtnContent = new GUIContent("F", "Find and highlight the sample Effects folder");
|
|
|
|
#endregion
|
|
|
|
#region GUIContent - Debug
|
|
private readonly static GUIContent debugModeContent = new GUIContent("Debug Mode", "Use this to troubleshoot the data at runtime in the editor.");
|
|
private readonly static GUIContent debugSourceShipIdContent = new GUIContent("Source Ship Id", "The ShipId of the ship that fired this beam");
|
|
private readonly static GUIContent debugSourceSquadronIdContent = new GUIContent("Source Squadron Id", "The Squadron which the ship belonged to when it fired the beam");
|
|
#endregion
|
|
|
|
#region Serialized Properties
|
|
private SerializedProperty usePoolingProp;
|
|
private SerializedProperty minPoolSizeProp;
|
|
private SerializedProperty maxPoolSizeProp;
|
|
private SerializedProperty minBurstDurationProp;
|
|
private SerializedProperty maxBurstDurationProp;
|
|
private SerializedProperty dischargeDurationProp;
|
|
private SerializedProperty effectsObjectProp;
|
|
private SerializedProperty muzzleEffectsObjectProp;
|
|
|
|
#endregion
|
|
|
|
#region Events
|
|
|
|
public void OnEnable()
|
|
{
|
|
beamModule = (BeamModule)target;
|
|
|
|
defaultEditorLabelWidth = 150f; // EditorGUIUtility.labelWidth;
|
|
defaultEditorFieldWidth = EditorGUIUtility.fieldWidth;
|
|
|
|
#region Find Properties
|
|
usePoolingProp = serializedObject.FindProperty("usePooling");
|
|
minBurstDurationProp = serializedObject.FindProperty("minBurstDuration");
|
|
maxBurstDurationProp = serializedObject.FindProperty("maxBurstDuration");
|
|
dischargeDurationProp = serializedObject.FindProperty("dischargeDuration");
|
|
effectsObjectProp = serializedObject.FindProperty("effectsObject");
|
|
muzzleEffectsObjectProp = serializedObject.FindProperty("muzzleEffectsObject");
|
|
|
|
#endregion
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region OnInspectorGUI
|
|
// This function overides what is normally seen in the inspector window
|
|
// This allows stuff like buttons to be drawn there
|
|
public override void OnInspectorGUI()
|
|
{
|
|
#region Initialise
|
|
EditorGUIUtility.labelWidth = defaultEditorLabelWidth;
|
|
EditorGUIUtility.fieldWidth = defaultEditorFieldWidth;
|
|
#endregion
|
|
|
|
#region Configure Buttons and Styles
|
|
|
|
// Set up rich text GUIStyles
|
|
helpBoxRichText = new GUIStyle("HelpBox");
|
|
helpBoxRichText.richText = true;
|
|
|
|
labelFieldRichText = new GUIStyle("Label");
|
|
labelFieldRichText.richText = true;
|
|
|
|
buttonCompact = new GUIStyle("Button");
|
|
buttonCompact.fontSize = 10;
|
|
|
|
#endregion
|
|
|
|
// Read in all the properties
|
|
serializedObject.Update();
|
|
|
|
#region General Settings
|
|
|
|
GUILayout.BeginVertical("HelpBox");
|
|
EditorGUILayout.LabelField("<b>Sci-Fi Ship Controller</b> Version " + ShipControlModule.SSCVersion + " " + ShipControlModule.SSCBetaVersion, labelFieldRichText);
|
|
GUILayout.EndVertical();
|
|
|
|
EditorGUILayout.LabelField(headerContent, helpBoxRichText);
|
|
|
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
|
|
|
EditorGUILayout.PropertyField(serializedObject.FindProperty("speed"), speedContent);
|
|
EditorGUILayout.PropertyField(serializedObject.FindProperty("damageType"), damageTypeContent);
|
|
EditorGUILayout.PropertyField(serializedObject.FindProperty("damageRate"), damageRateContent);
|
|
EditorGUILayout.PropertyField(usePoolingProp, usePoolingContent);
|
|
|
|
if (usePoolingProp.boolValue)
|
|
{
|
|
minPoolSizeProp = serializedObject.FindProperty("minPoolSize");
|
|
maxPoolSizeProp = serializedObject.FindProperty("maxPoolSize");
|
|
EditorGUILayout.PropertyField(minPoolSizeProp, minPoolSizeContent);
|
|
EditorGUILayout.PropertyField(maxPoolSizeProp, maxPoolSizeContent);
|
|
if (minPoolSizeProp.intValue > maxPoolSizeProp.intValue) { maxPoolSizeProp.intValue = minPoolSizeProp.intValue; }
|
|
}
|
|
|
|
EditorGUILayout.PropertyField(serializedObject.FindProperty("beamStartWidth"), beamStartWidthContent);
|
|
|
|
EditorGUILayout.PropertyField(minBurstDurationProp, minBurstDurationContent);
|
|
EditorGUILayout.PropertyField(maxBurstDurationProp, maxBurstDurationContent);
|
|
if (minBurstDurationProp.floatValue > maxBurstDurationProp.floatValue) { maxBurstDurationProp.floatValue = minBurstDurationProp.floatValue; }
|
|
|
|
if (dischargeDurationProp.floatValue < 0.1f) { dischargeDurationProp.floatValue = 0.1f; }
|
|
|
|
EditorGUILayout.PropertyField(dischargeDurationProp, dischargeDurationContent);
|
|
|
|
if (beamModule.effectsObject != null)
|
|
{
|
|
if (beamModule.effectsObject.despawnTime < beamModule.maxBurstDuration)
|
|
{
|
|
EditorGUILayout.HelpBox(effectsDespawnWarning, MessageType.Info);
|
|
}
|
|
}
|
|
|
|
GUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField(effectsObjectContent, GUILayout.Width(defaultEditorLabelWidth - 28f));
|
|
if (GUILayout.Button(gotoEffectFolderBtnContent, buttonCompact, GUILayout.Width(20f))) { SSCEditorHelper.HighlightFolderInProjectWindow(SSCSetup.effectsFolder, false, true); }
|
|
EditorGUILayout.PropertyField(effectsObjectProp, GUIContent.none);
|
|
GUILayout.EndHorizontal();
|
|
|
|
GUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField(muzzleFXObjectContent, GUILayout.Width(defaultEditorLabelWidth - 28f));
|
|
if (GUILayout.Button(gotoEffectFolderBtnContent, buttonCompact, GUILayout.Width(20f))) { SSCEditorHelper.HighlightFolderInProjectWindow(SSCSetup.effectsFolder, false, true); }
|
|
EditorGUILayout.PropertyField(muzzleEffectsObjectProp, GUIContent.none);
|
|
GUILayout.EndHorizontal();
|
|
|
|
if (muzzleEffectsObjectProp.objectReferenceValue != null)
|
|
{
|
|
EditorGUILayout.PropertyField(serializedObject.FindProperty("muzzleEffectsOffset"), muzzleFXOffsetContent);
|
|
}
|
|
|
|
// Tell users not to add colliders
|
|
if (beamModule.GetComponentInChildren<Collider>() != null)
|
|
{
|
|
EditorGUILayout.HelpBox("Beams should not have colliders attached. Collision detection currently occurs via " +
|
|
"raycasting to improve performance.", MessageType.Error);
|
|
}
|
|
|
|
// Tell users not to add rigidbodies
|
|
if (beamModule.GetComponentInChildren<Rigidbody>() != null)
|
|
{
|
|
EditorGUILayout.HelpBox("Beams should not have rigidbodies attached. Position is currently updated manually to improve performance.", MessageType.Error);
|
|
}
|
|
|
|
EditorGUILayout.EndVertical();
|
|
#endregion
|
|
|
|
// Apply property changes
|
|
serializedObject.ApplyModifiedProperties();
|
|
|
|
#region Debug Mode
|
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
|
isDebuggingEnabled = EditorGUILayout.Toggle(debugModeContent, isDebuggingEnabled);
|
|
if (isDebuggingEnabled && beamModule != null)
|
|
{
|
|
float rightLabelWidth = 150f;
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField(debugSourceShipIdContent, labelFieldRichText, GUILayout.Width(defaultEditorLabelWidth - 3f));
|
|
EditorGUILayout.LabelField(beamModule.sourceShipId.ToString(), GUILayout.MaxWidth(rightLabelWidth));
|
|
EditorGUILayout.EndHorizontal();
|
|
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField(debugSourceSquadronIdContent, labelFieldRichText, GUILayout.Width(defaultEditorLabelWidth - 3f));
|
|
EditorGUILayout.LabelField(beamModule.sourceSquadronId.ToString(), GUILayout.MaxWidth(rightLabelWidth));
|
|
EditorGUILayout.EndHorizontal();
|
|
}
|
|
EditorGUILayout.EndVertical();
|
|
#endregion
|
|
|
|
}
|
|
#endregion
|
|
}
|
|
}
|