5Y5T3M/Assets/Editor/EditorCustom.cs

265 lines
8.4 KiB
C#

using UnityEditor;
using UnityEngine;
using System.Linq;
using NUnit.Framework.Internal.Commands;
[InitializeOnLoad]
public static class EditorCustom
{
static EditorCustom()
{
SceneView.duringSceneGui += OnSceneGUI;
}
private static void OnSceneGUI(SceneView sceneView)
{
Event e = Event.current;
if (e.type == EventType.MouseDown && e.button == 1)
{
// Nodes prüfen
GameManager gm = GameObject.FindFirstObjectByType<GameManager>();
if (!gm) return;
Node[] selectedNodes = Selection.gameObjects
.Select(g => g.GetComponent<Node>())
.Where(n => n != null)
.ToArray();
GenericMenu menu = new GenericMenu();
if (selectedNodes.Length == 2)
{
menu.AddItem(new GUIContent("Connect Selected Nodes"), false, () =>
{
Connection con = gm.GetConnections().Find(con =>
(con.nodeA == selectedNodes[0] && con.nodeB == selectedNodes[1]) ||
(con.nodeA == selectedNodes[1] && con.nodeB == selectedNodes[0]));
if (con != null)
con.allowed = true;
else
gm.AddConnection(selectedNodes[0], selectedNodes[1]);
});
menu.ShowAsContext();
e.Use(); // verhindert, dass Unity sein eigenes Menü anzeigt
}
}
}
[CustomEditor(typeof(GameManager))]
public class GameManagerEditor : Editor
{
int clickedConIdx = -1;
// Custom Inspector
public override void OnInspectorGUI()
{
DrawDefaultInspector();
GameManager gm = (GameManager)target;
GUILayout.Label("Generation Parameters", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
gm.nodeCount = EditorGUILayout.IntSlider("Node Count", gm.nodeCount, 0, 200);
if (EditorGUI.EndChangeCheck() && gm.regenerateOnChange)
{
gm.GenerateAlongSphere();
gm.GenerateConnections();
SceneView.RepaintAll();
}
EditorGUI.BeginChangeCheck();
gm.minConnectionLength = EditorGUILayout.Slider("Min Connection Length", gm.minConnectionLength, 0, gm.maxConnectionLength);
gm.maxConnectionLength = EditorGUILayout.Slider("Max Connection Length", gm.maxConnectionLength, gm.minConnectionLength, 30);
if (EditorGUI.EndChangeCheck() && gm.regenerateOnChange)
{
gm.GenerateConnections();
SceneView.RepaintAll();
}
GUILayout.Space(10);
GUILayout.Label("Connection Gizmos", EditorStyles.boldLabel);
gm.hoverRadiusCon = EditorGUILayout.IntSlider("Hover Radius (Connection)", gm.hoverRadiusCon, 0, 100);
gm.hoverRadiusNode = EditorGUILayout.IntSlider("Hover Radius (Node)", gm.hoverRadiusNode, 0, 100);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Distribute Nodes"))
{
gm.GenerateAlongSphere();
SceneView.RepaintAll();
}
if (GUILayout.Button("Generate Connections"))
{
gm.GenerateConnections();
SceneView.RepaintAll();
}
if (GUILayout.Button("Generate Both"))
{
gm.GenerateAlongSphere();
gm.GenerateConnections();
SceneView.RepaintAll();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
for (int i = 0; i < gm.levels.Count; i++)
{
if (gm.selectedLevel == i)
GUILayout.Label("▷ Level " + i, EditorStyles.boldLabel);
else
GUILayout.Label(" Level " + i);
}
GUILayout.EndVertical();
GUILayout.BeginVertical();
for (int i = 0; i < gm.levels.Count; i++)
{
if (GUILayout.Button("Load"))
gm.LoadLevelData(i);
}
GUILayout.EndVertical();
GUILayout.BeginVertical();
for (int i = 0; i < gm.levels.Count; i++)
{
GUILayout.BeginHorizontal();
if (gm.selectedLevel == i)
if (GUILayout.Button("Save"))
gm.SaveLevelData(i);
if (GUILayout.Button("Delete"))
{
gm.levels.Remove(gm.levels[i]);
if (gm.selectedLevel == i)
gm.selectedLevel = -1;
if (gm.selectedLevel > i)
gm.selectedLevel--;
if (gm.levels.Count <= 0)
gm.selectedLevel = -1;
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
GUILayout.EndHorizontal();
if (GUILayout.Button("Save as new"))
gm.SaveLevelData();
}
// Custom Scene Interaction while GameManager selected
private void OnSceneGUI()
{
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
GameManager gm = FindFirstObjectByType<GameManager>();
if (gm == null) return;
var nodes = gm.GetNodes();
var connections = gm.GetConnections();
GameObject selected = Selection.activeGameObject;
bool allowHover = false;
if (selected == gm.gameObject)
allowHover = true;
else
{
Node node = selected?.GetComponent<Node>();
if (node != null && nodes.Contains(node))
allowHover = true;
}
if (!allowHover) return;
if (connections == null || connections.Count == 0) return;
Camera cam = SceneView.lastActiveSceneView.camera;
if (cam == null) return;
Vector2 mouse = Event.current.mousePosition;
mouse.y = cam.pixelHeight - mouse.y;
Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
int closestIdx = -1;
float closestDist = float.MaxValue;
bool cancelHover = false;
// Hover-Ermittlung Connections
for (int i = 0; i < connections.Count; i++)
{
connections[i].hovered = false;
if (cancelHover)
continue;
var con = connections[i];
Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
Vector3 ab = b - a;
Vector3 am = mousePos - a;
float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
Vector3 proj = a + t * ab;
float dist = Vector3.Distance(mousePos, proj);
if (Vector3.Distance(a, mousePos) <= gm.hoverRadiusNode || Vector3.Distance(b, mousePos) <= gm.hoverRadiusNode)
cancelHover = true;
if (dist < closestDist && dist < gm.hoverRadiusCon)
{
closestDist = dist;
closestIdx = i;
}
}
if (closestIdx < 0)
cancelHover = true;
if (!cancelHover)
connections[closestIdx].hovered = true;
// Klick-Behandlung
Event e = Event.current;
if (e.type == EventType.MouseDown && e.button == 0 && !cancelHover)
{
clickedConIdx = closestIdx;
}
if (e.type == EventType.MouseUp && e.button == 0)
{
if (closestIdx == clickedConIdx && !cancelHover)
{
connections[closestIdx].allowed = !connections[closestIdx].allowed;
e.Use(); // Event als verarbeitet markieren
}
clickedConIdx = -1;
}
// SceneView kontinuierlich aktualisieren
SceneView.RepaintAll();
}
}
}