Added spawn weighting
This commit is contained in:
@@ -642,6 +642,17 @@ MonoBehaviour:
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<SampleChild>k__BackingField: {fileID: 8853825751094127020, guid: 2cad467961f3cff4984a6f50fc091377,
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<SampleChild>k__BackingField: {fileID: 8853825751094127020, guid: 2cad467961f3cff4984a6f50fc091377,
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type: 3}
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type: 3}
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<GameCanvas>k__BackingField: {fileID: 1539476654}
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<GameCanvas>k__BackingField: {fileID: 1539476654}
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<WindowTypes>k__BackingField:
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- <Typename>k__BackingField: InterfaceOff.BasicWindow
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<SpawnWeight>k__BackingField: 10
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- <Typename>k__BackingField: InterfaceOff.MovingWindow
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<SpawnWeight>k__BackingField: 2
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- <Typename>k__BackingField: InterfaceOff.ImageWindow
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<SpawnWeight>k__BackingField: 1
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- <Typename>k__BackingField: InterfaceOff.TrollWindow
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<SpawnWeight>k__BackingField: 2
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- <Typename>k__BackingField: InterfaceOff.TriviaWindow
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<SpawnWeight>k__BackingField: 4
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<AutoSpawn>k__BackingField: 1
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<AutoSpawn>k__BackingField: 1
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--- !u!4 &2038986853
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--- !u!4 &2038986853
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Transform:
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Transform:
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3
Assets/Scripts/Ext.meta
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3
Assets/Scripts/Ext.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 9c4ac8eadd314129ac24f2035e462dc0
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timeCreated: 1768482210
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45
Assets/Scripts/Ext/MonoScriptAttribute.cs
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45
Assets/Scripts/Ext/MonoScriptAttribute.cs
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@@ -0,0 +1,45 @@
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/*****
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* This is part of a simple PropertyDrawer for string variables to allow drag
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* and drop of MonoScripts in the inspector of the Unity3d editor.
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*
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* NOTE: This is a runtime script and MUST NOT be placed in a folder named "editor".
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* It also requires another editor file named "MonoScriptPropertyDrawer.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 System;
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namespace Ext.B83.Unity.Attributes
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{
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[AttributeUsage(AttributeTargets.Field)]
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public class MonoScriptAttribute : PropertyAttribute
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{
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public Type type;
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public MonoScriptAttribute() { }
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public MonoScriptAttribute(System.Type aType)
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{
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type = aType;
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}
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}
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}
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11
Assets/Scripts/Ext/MonoScriptAttribute.cs.meta
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11
Assets/Scripts/Ext/MonoScriptAttribute.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 433a7d4d13adbbc43bd8ef66708150c1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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103
Assets/Scripts/Ext/MonoScriptPropertyDrawer.cs
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103
Assets/Scripts/Ext/MonoScriptPropertyDrawer.cs
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@@ -0,0 +1,103 @@
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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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11
Assets/Scripts/Ext/MonoScriptPropertyDrawer.cs.meta
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11
Assets/Scripts/Ext/MonoScriptPropertyDrawer.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 52d258da1716b584badd0297eae9bfbf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,46 +1,69 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Ext.B83.Unity.Attributes;
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using UnityEngine;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using Random = UnityEngine.Random;
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namespace InterfaceOff
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namespace InterfaceOff
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{
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{
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[Serializable] public struct SpawnableWindowType
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{
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[field: SerializeField, MonoScript] private string Typename { get; set; }
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public Type Type => Type.GetType(Typename);
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[field: SerializeField] public int SpawnWeight { get; private set; }
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}
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public class WindowSpawner : MonoBehaviour
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public class WindowSpawner : MonoBehaviour
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{
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{
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private List<Type> WindowTypes { get; } = new();
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[field: SerializeField] private GameObject SampleChild { get; set; }
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[field: SerializeField] private GameObject SampleChild { get; set; }
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[field: SerializeField] private Canvas GameCanvas { get; set; }
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[field: SerializeField] private Canvas GameCanvas { get; set; }
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[field: SerializeField] private SpawnableWindowType[] WindowTypes { get; set; }
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private int TotalSpawnWeight { get; set; }
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[field: SerializeField] public bool AutoSpawn { get; private set; } = true;
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[field: SerializeField] public bool AutoSpawn { get; private set; } = true;
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private void Awake()
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private void Awake()
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{
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{
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/* Fetches all window types created */
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/* Logs the amount of types found and errors if there is none */
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Type[] types = typeof(WindowBase).Assembly.GetTypes();
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Debug.Log($"Found [{WindowTypes.Length}] different window types ");
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foreach (Type t in types)
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if (WindowTypes.Length == 0)
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{
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{
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if (t.IsSubclassOf(typeof(WindowBase)))
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Debug.LogError("Could not find any window types");
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return;
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}
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/* Calculates the total spawn weight */
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TotalSpawnWeight = 0;
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foreach (SpawnableWindowType type in WindowTypes)
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{
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{
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WindowTypes.Add(t);
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TotalSpawnWeight += type.SpawnWeight;
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}
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}
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}
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}
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/* Logs the amount of types found and errors if there is none */
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private Type GetRandomWindowType()
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Debug.Log($"Found [{WindowTypes.Count}] different window types ");
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if (WindowTypes.Count == 0)
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{
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{
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Debug.LogError("Could not find any window types");
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int currentTypeWeight = Random.Range(0, TotalSpawnWeight);
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foreach (SpawnableWindowType type in WindowTypes)
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{
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currentTypeWeight -= type.SpawnWeight;
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if (currentTypeWeight <= 0)
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{
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return type.Type;
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}
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}
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}
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}
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return WindowTypes[0].Type;
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}
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private void SpawnNewRandomWindow()
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private void SpawnNewRandomWindow()
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{
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{
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/* Creates the gameobject with a random class */
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/* Creates the gameobject with a random class */
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GameObject go = Instantiate(SampleChild, GameCanvas.transform);
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GameObject go = Instantiate(SampleChild, GameCanvas.transform);
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go.SetActive(true);
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go.SetActive(true);
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Type type = WindowTypes.GetRandom();
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Type type = GetRandomWindowType();
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go.name = type.Name;
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go.name = type.Name;
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WindowBase windowBase = go.AddComponent(type) as WindowBase;
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WindowBase windowBase = go.AddComponent(type) as WindowBase;
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