Files
Ipseity-Demo/Assets/Unheimlich_POC/Scripts/Editor/DialogueConversationEditor.cs
T

116 lines
4.3 KiB
C#

using UnityEngine;
using UnityEditor;
using Unheimlich.Data.Dialogues;
[CustomEditor(typeof(DialogueConversation))]
public class DialogueConversationEditor : Editor
{
private SerializedProperty _speakerNameProp;
private SerializedProperty _speakerNameLocalizationKeyProp;
private SerializedProperty _displayModeProp;
private SerializedProperty _dialogueNodesProp;
[MenuItem("Unheimlich/Tools/Dialogue/Refresh All Conversations")]
public static void RefreshAllConversations()
{
string[] guids = AssetDatabase.FindAssets("t:DialogueConversation");
int count = 0;
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
DialogueConversation conv = AssetDatabase.LoadAssetAtPath<DialogueConversation>(path);
if (conv != null)
{
EditorUtility.SetDirty(conv);
count++;
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"<color=green>[Dialogue Refresher]</color> {count} conversations ont été rafraîchies !");
}
private void OnEnable()
{
_speakerNameProp = serializedObject.FindProperty("SpeakerName");
_speakerNameLocalizationKeyProp = serializedObject.FindProperty("SpeakerNameLocalizationKey");
_displayModeProp = serializedObject.FindProperty("DisplayMode");
_dialogueNodesProp = serializedObject.FindProperty("DialogueNodes");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Conversation Setup", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_speakerNameProp);
EditorGUILayout.PropertyField(_speakerNameLocalizationKeyProp, new GUIContent("Localization Key (Optional)"));
EditorGUILayout.Space(5);
EditorGUILayout.LabelField("Display Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_displayModeProp, new GUIContent("Display Mode"));
EditorGUILayout.HelpBox(
"World: Dialogue text appears in 3D space\n" +
"Screen: Dialogue text appears on Canvas UI\n" +
"Choices always appear in World space.",
MessageType.Info);
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Dialogue Flow", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("The first DialogueNode in the list will be the starting point of the conversation.", MessageType.Info);
EditorGUILayout.PropertyField(_dialogueNodesProp, new GUIContent("Dialogue Nodes"), true);
EditorGUILayout.Space(10);
if (GUILayout.Button("Create New Dialogue Node", GUILayout.Height(30)))
CreateNewDialogueNode();
EditorGUILayout.Space(10);
DialogueConversation conversation = (DialogueConversation)target;
if (conversation.DialogueNodes != null && conversation.DialogueNodes.Count > 0)
{
EditorGUILayout.LabelField("Conversation Overview", EditorStyles.boldLabel);
EditorGUILayout.LabelField($"Total Nodes: {conversation.DialogueNodes.Count}");
DialogueNode firstNode = conversation.GetFirstNode();
if (firstNode != null)
EditorGUILayout.LabelField($"Starting Node: {firstNode.name}");
}
serializedObject.ApplyModifiedProperties();
}
private void CreateNewDialogueNode()
{
DialogueConversation conversation = (DialogueConversation)target;
string path = AssetDatabase.GetAssetPath(conversation);
string directory = System.IO.Path.GetDirectoryName(path);
DialogueNode newNode = CreateInstance<DialogueNode>();
newNode.name = $"Node_{conversation.DialogueNodes.Count + 1}";
string nodePath = AssetDatabase.GenerateUniqueAssetPath($"{directory}/{newNode.name}.asset");
AssetDatabase.CreateAsset(newNode, nodePath);
conversation.DialogueNodes.Add(newNode);
EditorUtility.SetDirty(conversation);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorGUIUtility.PingObject(newNode);
}
}