Added spawn weighting
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103
Assets/Scripts/Ext/MonoScriptPropertyDrawer.cs
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103
Assets/Scripts/Ext/MonoScriptPropertyDrawer.cs
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/*****
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* This is a simple PropertyDrawer for string variables to allow drag and drop
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* of MonoScripts in the inspector of the Unity3d editor.
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*
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* NOTE: This is an editor script and need to be placed in a folder named "editor".
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* It also requires another runtime file named "MonoScriptAttribute.cs"
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*
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* Copyright (c) 2016 Bunny83
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*****/
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using Ext.B83.Unity.Attributes;
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namespace Ext.B83.Unity.Editor.PropertyDrawers
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{
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[CustomPropertyDrawer(typeof(MonoScriptAttribute), false)]
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public class MonoScriptPropertyDrawer : PropertyDrawer
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{
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static Dictionary<string, MonoScript> m_ScriptCache;
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static MonoScriptPropertyDrawer()
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{
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m_ScriptCache = new Dictionary<string, MonoScript>();
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var scripts = Resources.FindObjectsOfTypeAll<MonoScript>();
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for (int i = 0; i < scripts.Length; i++)
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{
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var type = scripts[i].GetClass();
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if (type != null && !m_ScriptCache.ContainsKey(type.FullName))
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{
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m_ScriptCache.Add(type.FullName, scripts[i]);
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}
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}
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}
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bool m_ViewString = false;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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if (property.propertyType == SerializedPropertyType.String)
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{
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Rect r = EditorGUI.PrefixLabel(position, label);
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Rect labelRect = position;
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labelRect.xMax = r.xMin;
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position = r;
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m_ViewString = GUI.Toggle(labelRect, m_ViewString, "", "label");
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if (m_ViewString)
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{
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property.stringValue = EditorGUI.TextField(position, property.stringValue);
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return;
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}
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MonoScript script = null;
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string typeName = property.stringValue;
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if (!string.IsNullOrEmpty(typeName))
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{
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m_ScriptCache.TryGetValue(typeName, out script);
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if (script == null)
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GUI.color = Color.red;
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}
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script = (MonoScript)EditorGUI.ObjectField(position, script, typeof(MonoScript), false);
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if (GUI.changed)
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{
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if (script != null)
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{
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var type = script.GetClass();
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MonoScriptAttribute attr = (MonoScriptAttribute)attribute;
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if (attr.type != null && !attr.type.IsAssignableFrom(type))
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type = null;
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if (type != null)
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property.stringValue = type.FullName;
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else
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Debug.LogWarning("The script file " + script.name + " doesn't contain an assignable class");
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}
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else
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property.stringValue = "";
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}
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}
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else
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{
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GUI.Label(position, "The MonoScript attribute can only be used on string variables");
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}
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}
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}
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}
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