Files

96 lines
4.0 KiB
C#

using UnityEditor;
using UnityEditor.VersionControl;
using UnityEngine;
namespace Data.Editor
{
public class CharacterAttributesWindow : EditorWindow
{
public CharacterAttributes CharacterAttributesToEdit;
// for an overview about the shortcuts
// https://docs.unity3d.com/6000.4/Documentation/ScriptReference/MenuItem.html
[MenuItem("Tools/Character Attributes #%&c")]
private static void ShowWindow()
{
CharacterAttributesWindow window = GetWindow<CharacterAttributesWindow>();
window.titleContent = new GUIContent("Character Attributes");
window.Show();
}
private void OnGUI()
{
// EditorGUILayout.BeginHorizontal();
//
// EditorGUILayout.LabelField("Label", EditorStyles.boldLabel, GUILayout.Width(100));
// EditorGUILayout.LabelField("Second Label", GUILayout.ExpandWidth(true));
//
// EditorGUILayout.BeginVertical();
//
// EditorGUILayout.LabelField("Another Label");
// EditorGUILayout.LabelField("Another Label");
// EditorGUILayout.LabelField("Another Label");
// EditorGUILayout.LabelField("Another Label");
// EditorGUILayout.TextField("Textfield");
//
// EditorGUILayout.EndVertical();
//
// EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField("Character Attributes", EditorStyles.boldLabel);
// show all project-wide character attribute assets
GUID[] characterAttributeGUIDs = AssetDatabase.FindAssetGUIDs("t:CharacterAttributes");
foreach (GUID characterAttributeGUID in characterAttributeGUIDs)
{
CharacterAttributes characterAttributes =
AssetDatabase.LoadAssetByGUID<CharacterAttributes>(characterAttributeGUID);
if (characterAttributes == null) continue;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(characterAttributes.Name);
if (GUILayout.Button("Edit")) CharacterAttributesToEdit = characterAttributes;
EditorGUILayout.EndHorizontal();
}
if (CharacterAttributesToEdit != null)
{
EditorGUILayout.Separator();
SerializedObject serializedObject = new SerializedObject(CharacterAttributesToEdit);
// whenever a serialized object is used, update and apply properties
serializedObject.Update();
// here you can change the serialized object
EditorGUILayout.PropertyField(serializedObject.FindProperty("Name"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("Health"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("Strength"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("Dexterity"));
serializedObject.ApplyModifiedProperties();
}
EditorGUILayout.Separator();
if (GUILayout.Button("Create"))
{
CharacterAttributes characterAttributes = CreateInstance<CharacterAttributes>();
string path = EditorUtility.SaveFilePanelInProject("Save Character Attributes", "New Character Attributes", "asset", "Save Character Attributes", "Assets/CharacterAttributes.asset");
if (!string.IsNullOrEmpty(path))
{
CharacterAttributesToEdit = characterAttributes;
AssetDatabase.CreateAsset(characterAttributes, path);
AssetDatabase.SaveAssets(); // always call this to be sure that the new assets is being saved
}
}
EditorGUILayout.EndVertical();
}
}
}