Files
PrincessLandVR/Assets/Procedural Worlds/Gaia/Scripts/Editor/SpawnerGroupEditor.cs
T
2021-01-11 22:20:43 -08:00

255 lines
9.3 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Gaia
{
[CustomEditor(typeof(SpawnerGroup))]
public class SpawnerGroupEditor : Editor
{
GUIStyle m_boxStyle;
GUIStyle m_wrapStyle;
SpawnerGroup m_spawnerGroup;
DateTime m_timeSinceLastUpdate = DateTime.Now;
bool m_startedUpdates = false;
void OnEnable()
{
m_spawnerGroup = (SpawnerGroup)target;
StartEditorUpdates();
}
void OnDisable()
{
}
/// <summary>
/// Start editor updates
/// </summary>
public void StartEditorUpdates()
{
if (!m_startedUpdates)
{
m_startedUpdates = true;
EditorApplication.update += EditorUpdate;
}
}
/// <summary>
/// Stop editor updates
/// </summary>
public void StopEditorUpdates()
{
if (m_startedUpdates)
{
m_startedUpdates = false;
EditorApplication.update -= EditorUpdate;
}
}
/// <summary>
/// This is used just to force the editor to repaint itself
/// </summary>
void EditorUpdate()
{
if (m_spawnerGroup != null)
{
if (m_spawnerGroup.m_updateCoroutine != null)
{
if ((DateTime.Now - m_timeSinceLastUpdate).TotalMilliseconds > 500)
{
m_timeSinceLastUpdate = DateTime.Now;
Repaint();
}
}
else
{
if ((DateTime.Now - m_timeSinceLastUpdate).TotalSeconds > 5)
{
m_timeSinceLastUpdate = DateTime.Now;
Repaint();
}
}
}
}
public override void OnInspectorGUI()
{
//Get our spawner
m_spawnerGroup = (SpawnerGroup)target;
//Set up the box style
if (m_boxStyle == null)
{
m_boxStyle = new GUIStyle(GUI.skin.box);
m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
m_boxStyle.fontStyle = FontStyle.Bold;
m_boxStyle.alignment = TextAnchor.UpperLeft;
}
//Setup the wrap style
if (m_wrapStyle == null)
{
m_wrapStyle = new GUIStyle(GUI.skin.label);
m_wrapStyle.wordWrap = true;
}
//Fix up names if necessary
m_spawnerGroup.FixNames();
//Create a nice text intro
GUILayout.BeginVertical("Spawner Group", m_boxStyle);
GUILayout.Space(20);
EditorGUILayout.LabelField("A Spawner Group allows you to chain a set of spawners together. The command buttons you run will be run on all sub spawners. It may take a little while so be patient.", m_wrapStyle);
GUILayout.EndVertical();
//Disable if spawning
if (m_spawnerGroup.m_updateCoroutine != null)
{
GUI.enabled = false;
}
DrawDefaultInspector();
GUILayout.BeginVertical("Terrain Helper", m_boxStyle);
GUILayout.Space(20);
GUILayout.BeginHorizontal();
if (GUILayout.Button(GetLabel("Flatten")))
{
if (EditorUtility.DisplayDialog("Flatten Terrain tiles ?", "Are you sure you want to flatten all terrain tiles - this can not be undone ?", "Yes", "No"))
{
TerrainHelper.Flatten();
}
}
if (GUILayout.Button(GetLabel("Smooth")))
{
if (EditorUtility.DisplayDialog("Smooth Terrain tiles ?", "Are you sure you want to smooth all terrain tiles - this can not be undone ?", "Yes", "No"))
{
TerrainHelper.Smooth(1);
}
}
if (GUILayout.Button(GetLabel("Clear Trees")))
{
if (EditorUtility.DisplayDialog("Clear Terrain trees ?", "Are you sure you want to clear all terrain trees - this can not be undone ?", "Yes", "No"))
{
//outdated
//TerrainHelper.ClearTrees();
}
}
if (GUILayout.Button(GetLabel("Clear Details")))
{
if (EditorUtility.DisplayDialog("Clear Terrain details ?", "Are you sure you want to clear all terrain details - this can not be undone ?", "Yes", "No"))
{
//outdated
//TerrainHelper.ClearDetails();
}
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
GUILayout.EndVertical();
//Re-enable
GUI.enabled = true;
//Display progress
if (m_spawnerGroup.m_updateCoroutine != null)
{
GUILayout.BeginVertical("Spawner Controller", m_boxStyle);
GUILayout.Space(20);
GUILayout.BeginHorizontal();
if (GUILayout.Button(GetLabel("Cancel")))
{
m_spawnerGroup.CancelSpawn();
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
GUILayout.EndVertical();
//Draw the various progress bars
for (int idx = 0; idx < m_spawnerGroup.m_spawners.Count; idx++)
{
//Display progress
if (m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress > 0f && m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress < 1f)
{
ProgressBar(string.Format("{0} ({1:0.0}%)", m_spawnerGroup.m_spawners[idx].m_name, m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress * 100f), m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress);
}
}
}
else
{
GUILayout.BeginVertical("Spawner Controller", m_boxStyle);
GUILayout.Space(20);
GUILayout.BeginHorizontal();
if (GUILayout.Button(GetLabel("Reset")))
{
m_spawnerGroup.ResetSpawner();
}
if (GUILayout.Button(GetLabel("Spawn")))
{
//Check that they have a single selected terrain
if (Gaia.TerrainHelper.GetActiveTerrainCount() != 1)
{
EditorUtility.DisplayDialog("OOPS!", "You must have only one active terrain in order to use a Spawner Group. Please either add a terrain, or deactivate all but one terrain.", "OK");
}
else
{
m_spawnerGroup.RunSpawnerIteration();
StartEditorUpdates();
}
}
GUILayout.EndHorizontal();
GUILayout.Space(5f);
GUILayout.EndVertical();
}
}
/// <summary>
/// Draw a progress bar
/// </summary>
/// <param name="label"></param>
/// <param name="value"></param>
void ProgressBar(string label, float value)
{
// Get a rect for the progress bar using the same margins as a textfield:
Rect rect = GUILayoutUtility.GetRect(18, 18, "TextField");
EditorGUI.ProgressBar(rect, value, label);
EditorGUILayout.Space();
}
/// <summary>
/// Get a content label - look the tooltip up if possible
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
GUIContent GetLabel(string name)
{
string tooltip = "";
if (m_tooltips.TryGetValue(name, out tooltip))
{
return new GUIContent(name, tooltip);
}
else
{
return new GUIContent(name);
}
}
/// <summary>
/// The tooltips
/// </summary>
static Dictionary<string, string> m_tooltips = new Dictionary<string, string>
{
{ "Reset", "Reset the spawner back to its initial state. Starting spawn again will generate exact same result provided that nothing else in the terrain has changed." },
{ "Spawn", "Run a single spawn interation." },
{ "Flatten", "Flatten the entire terrain - use with care!" },
{ "Smooth", "Smooth the entire terrain - removes jaggies and increases frame rate - run multiple times to increase effect - use with care!" },
{ "Clear Trees", "Clear trees from entire terrain - use with care!" },
{ "Clear Details", "Clear details / grass from entire terrain - use with care!" },
};
}
}